This paper briefly presents a player satisfaction model called BrainHex, which was based on insights from neurobiological findings as well as the results from earlier demographic game design models (DGD1 and DGD2). The model presents seven different archetypes of players: Seeker, Survivor, Daredevil, Mastermind, Conqueror, Socialiser, and Achiever. We explain how each of these player archetypes relates to older player typologies (such as Myers-Briggs), and how each archetype characterizes a specific playing style. We conducted a survey among more than 50,000 players using the BrainHex model as a personality type motivator to gather and compare demographic data to the different BrainHex archetypes. We discuss some results from this survey wi...
Aim:\ud Engagement in gamified applications can be increased by effectively meeting end-user prefere...
Nowadays, people have started to spend more and more time using the Internet, which has a crucial im...
A study was conducted in two parts to first validate a new questionnaire, the GDP-I, measuring game ...
This paper briefly presents a player satisfaction model called BrainHex, which was based on insights...
In recent years, the gamification research community has widely and frequently questioned the effect...
abstract: Millions of people every day log onto their computers to play competitive games with other...
International audienceWe examined the relationship between Big Five personality and narcissistic tra...
A large volume of neurobiological research has been conducted in recent years, almost all of which h...
Trying to understand a player's characteristics with regards to a computer game is a major line of r...
The aim of this study was to explore the relationship between personality and videogame player types...
Abstract Background Over the past 10 years, gamer profiles have been developed to understand the rea...
Video games have become the largest portion of the entertainment industry and everyday life of milli...
With the rise of Gamification, the boundaries between play and games on the one hand, and everyday l...
This study explored relationships between personality, video game preference and gaming experiences....
Aim:\ud Engagement in gamified applications can be increased by effectively meeting end-user prefere...
Nowadays, people have started to spend more and more time using the Internet, which has a crucial im...
A study was conducted in two parts to first validate a new questionnaire, the GDP-I, measuring game ...
This paper briefly presents a player satisfaction model called BrainHex, which was based on insights...
In recent years, the gamification research community has widely and frequently questioned the effect...
abstract: Millions of people every day log onto their computers to play competitive games with other...
International audienceWe examined the relationship between Big Five personality and narcissistic tra...
A large volume of neurobiological research has been conducted in recent years, almost all of which h...
Trying to understand a player's characteristics with regards to a computer game is a major line of r...
The aim of this study was to explore the relationship between personality and videogame player types...
Abstract Background Over the past 10 years, gamer profiles have been developed to understand the rea...
Video games have become the largest portion of the entertainment industry and everyday life of milli...
With the rise of Gamification, the boundaries between play and games on the one hand, and everyday l...
This study explored relationships between personality, video game preference and gaming experiences....
Aim:\ud Engagement in gamified applications can be increased by effectively meeting end-user prefere...
Nowadays, people have started to spend more and more time using the Internet, which has a crucial im...
A study was conducted in two parts to first validate a new questionnaire, the GDP-I, measuring game ...