Current Issue: Vol. 7-1 (03/09/2009)



Subscribe to the mailing list to receive notification of new surveys and articles.

[more info / unsubscribe]

DRAVEN: HOSTILE ARSENAL`Crusade GUARDIANS PierceTheVeins Fenris Mastermind Vengeance LEGION ELITE Imperial SUPERIOR Descendants REVENGE AllStars CONQUEROR CONQUEST Renegades Celestial Beings Enrage ... [go]

Ashraf Ahmed : real-world context can be inserted into a virtual world, effectively turning the virtual world into a forum for real-world contexts. ... [go]

Roflmaodoodoodadoodoo: I didn't get it from the generator, but I saw it in Arathi Basin and thought it was the best ... [go]

Keesha: In awe of that aneswr! Really cool! ... [go]

Bobbo: This does look promising. I'll keep cmoing back for more. ... [go]



L10 Web Stats Reporter 3.15 LevelTen Hit Counter - Free Web Counters
LevelTen Web Design Company - Website, Flash & Graphic Designers

A Model of Player Motivations

Bartle's Player Types are a well-known model of player motivations. In that paper, Bartle provides important insight into how players may differ from one another and he suggests a categorization of 4 Types (Socializer, Achievers, Killers and Explorers) based on two underlying axes. Recently, Bartle further developed this model into a model of 8 Player Types (see Designing Virtual Worlds by Bartle, 2004).

Bartle's theoretical model, while providing important insight, suffers from several limitations.

1) Proposed components of each Type may not be related. For example, Bartle proposes that role-playing and socialization both fall under the same Type, but they may not be highly-correlated.

2) Proposed Types may overlap with each other. For example, aren't members of raid-oriented guilds both Achievers and Socializers? But in Bartle's Types, they are on opposite corners of the model.

3) The purely theoretical model provides no means to assess players as to what Type they are. But more importantly, without resolving the problem in (1), any attempted assessment of players based on this model might be creating player types rather than measuring them.

In essence, it would be hard to use Bartle's model on a practical basis unless it was validated with and grounded in empirical data. For example, Bartle suggested that different Player Types influenced each other in certain ways. But unless we have a way of assessing and identifying players of different Types, theories built on top of Bartle's model are inherently unfalsifiable. While a "Bartle Test" (not made by Bartle) does exist, the dichotomous, forced-choice nature of that assessment tool merely perpetuates the assumptions of Bartle's Types rather than validating them. In this article, I present a methodology used to validate Bartle's model and how the results are similar and different from Bartle's proposed model.

>> [Next Page]

To speed up load-times on multi-page articles, comments are now only loaded on the last page of an article.

Tribal design by snoopydoo. Crusader graphic by Gravity. All other materials available at The Daedalus Project are copyright 2003-2006 by Nick Yee.