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Digital Game Dynamics Preferences and Player Types

Preferences in Game Dynamics

Bibliographic Data

ID12449376
AuthorsJukka 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)
Year2017
Volume22
Issue2
Pages88-103
Publication date2017-02-08
Open AccessYes
TypeARTICLE
VenueJournal of Computer-Mediated Communication (JOURNAL)
Journal identifiersISSN: 1083-6101 • E-ISSN: 1083-6101
PublisherWiley (PUBLISHER • GB)
DOI10.1111/jcc4.12181
OpenAlexW2586617738
LanguageEN
Citations received7
References cited13

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 year1.17
Citation span2020 - 2026 (7)
Highly citedNo

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