2014
DOI: 10.26503/todigra.v1i2.13
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Player Types: A Meta-synthesis

Abstract: This paper investigates different ways in which players have been typified in past research literature in order to distinguish relevant typologies for further research as well as for designing and marketing of games. The goal is to synthesize the results of various studies and to find the prevailing concepts, compare them, and draw implications to further studies. The research process for this study proceeded from a literature search, to author-centric (Webster & Watson 2002) identification and categorizat… Show more

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Cited by 250 publications
(211 citation statements)
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References 20 publications
(28 reference statements)
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“…The links between value systems and online consumption can be applied to the designing of virtual items that ultimately generate the revenues for the game and help to determine who would potentially be the customer for the virtual items in question and how to better satisfy their needs and wants. This has become a main concern of game designers and player model research [22]. For example, for the user that scored high on Red, the virtual goods should be presented in a simple, concrete, and visual manner.…”
Section: Discussionmentioning
confidence: 99%
“…The links between value systems and online consumption can be applied to the designing of virtual items that ultimately generate the revenues for the game and help to determine who would potentially be the customer for the virtual items in question and how to better satisfy their needs and wants. This has become a main concern of game designers and player model research [22]. For example, for the user that scored high on Red, the virtual goods should be presented in a simple, concrete, and visual manner.…”
Section: Discussionmentioning
confidence: 99%
“…In other words, the use of a game service may lead to a gameful experience for one user but not another user. This difference in outcome may arise, for example, from differences in the operant resources of the two users/players, such as skills (e.g., Hamari and Tuunanen 2014;Yee 2006).…”
Section: Subjective Nature Of the Experienced Value Of A Gamementioning
confidence: 99%
“…Adding interactive elements have also been shown to have a positive effect on learning and engagement when learning about energy-related issues [21]. Previous work on user motivation suggest that different users interact with game-like systems in different ways and have different motivations [22], however, the extent to which effects of serious games interventions vary across user groups is still unclear [20].…”
Section: The Users In the Studymentioning
confidence: 99%