Archive for gaming
As a child I had the full works when it came to game consoles; the Mega Drive, the PlayStation followed by the PS2, and the various Nintendo gadgets; the Wii, Gameboy Advance and the DS. Hours were spent sat in front of the TV in the living room with a controller in my hands. Some will say time well spent, others may not.
However, a recent SimpleUsability project in which Bartle’s Taxonomy was used to profile research participants led me to think how Richard Bartle’s theory could be used to improve the user experience in the new world of multi-platform, play anywhere and on any device gaming.
Bartle’s Taxonomy, in a nutshell
In a nutshell, Bartle’s Taxonomy (1996) states there are four types of gamers; achievers, hunters, explorers and socialisers. So what’s the difference between the four gamer types?
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In November we conducted a study which aimed to look at the physiological responses of the brain of participants’ during a game of playing poker. The study recruited six males, two who were deemed ‘expert players’, two ‘intermediate players’ and two ‘beginner players’. Each player was asked to sign into their own Party Poker account and play 40 minutes of poker.
EEG headsets were used to measure the physiological responses and the output was viewed using special software to allow the viewing of engagement, frustration, and long and short term excitement. This was then coordinated with the players game to allow insight into their emotional reactions to certain events within the game. The players also had to answer a few questions straight after their session on their experience.
This study was designed to provide results for a content project with poker brand PartyPoker called Your Brain On Poker. The content is an interactive graphic which provides details on the brain’s activity during certain stages in poker at differing skill levels.
- There were some reactions which were universal across players, such as an increase in levels of excitement when winning a hand or increase in frustration when losing.
- Expert players preferred to play more than one table at once. Playing multiple tables led to an increase in levels of excitement when required to play their turn on all tables at once.
- When intermediate players were required to take their turn on more than one table, they experienced an increase in levels of frustration rather than excitement.
We’re passionate (and a little bit obsessive) about creating a realistic methodology for testing, and this is no different for mobile applications. Our way of testing means that users aren’t restricted and can freely move their phone while we’re able to accurately track what they are looking at on the screen.
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