Digital Game Dynamics Preferences and Player Types
Preferences in Game Dynamics
Bibliographic Data
| ID | 12449376 |
|---|---|
| Authors | Jukka Vahlo (0000-0001-5835-5945, Turku School of Economics, Centre for Collaborative Research; University of Turku; 20014 Turku Finland, corresponding author), Johanna K Kaakinen (0000-0002-2970-826X, Department of Psychology; University of Turku; 20014 Turku Finland), Suvi K Holm (0000-0002-0885-3281, Department of Psychology; University of Turku; 20014 Turku Finland), Aki Koponen (0000-0003-3309-4771, Turku School of Economics, Centre for Collaborative Research; University of Turku; 20014 Turku Finland) |
| Year | 2017 |
| Volume | 22 |
| Issue | 2 |
| Pages | 88-103 |
| Publication date | 2017-02-08 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Computer-Mediated Communication (JOURNAL) |
| Journal identifiers | ISSN: 1083-6101 • E-ISSN: 1083-6101 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/jcc4.12181 |
| OpenAlex | W2586617738 |
| Language | EN |
| Citations received | 7 |
| References cited | 13 |
In this study, we examine digital game preferences by identifying game dynamics, i.e. player–game interaction modes, of 700 contemporary digital games, and players' (N = 1717) desire to play games with specific types of dynamics. Based on statistical analysis of the data, 5 game dynamics preference categories (“assault,” “manage,” “journey,” “care,” and “coordinate”) and 7 player types were revealed. The results show that identifying player types requires including both preferred and undesired game dynamics categories in the analysis. The findings unveil digital gaming as a more multifaceted phenomenon than common stereotypes suggest. The original game preferences model we present in this study can be conceptualized as a complementary approach for motivations to play and player behavior studies
Dynamics (music · Epistemology · Game play · Game studies · Game theory · Human–computer interaction · Mathematical economics · Phenomenon · Preference · Sequential game · Statistics · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Mathematics · Media Influence and Health · Psychology · Artificial Intelligence
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| Citations per year | 1.17 |
|---|---|
| Citation span | 2020 - 2026 (7) |
| Highly cited | No |