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    • ТЗ на моделирование скинов главного героя
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      Mastering Retention Podcast
      • Mastering the art of Live Ops
      • UX secrets you can learn from Royal Match
      • Insights into Game Evaluation and Product Management
      • Marvel Snap: A UX Masterclass
      • Designing Marvel Snap
      • VooDoo is disrupting the gaming industry
      • How to run your game as a service
      • Player segments yield stronger monetization
      • Ep.108: Effective Tools in Gaming
      • Ep.107: New Games
      • Ep.104: Iterantion and Innovation
      • Ep.103: Economy Design in Live Games
      • Ep.102: Live Operations and feature development
      • Ep.101: A Roadmap to optimal ad placement
      • Ep.93: Establishing and Maintaining Good Relationships with Users
      • Ep.92: Creating & Sustaining a great game experience
      • Ep.90: A balancing act of Product Management
      • Ep.88: Increasing the longevity of your game
      • Ep.87: Starting your own game studio
      • Ep.83: Reasons to play & Reasons to Pay
      • Ep.82: Web gaming in a mobile world
      • Ep.81: Attracting users with quality game design
      • Ep.80: Defining Product Management
      • Ep.79: Tips for Financial Success
      • Ep.77: Finding and hiring the right people
      • Ep.76: Quest Design
      • Ep.75: Strategies for successful studios
      • Ep.74: Unlock the secrets of hyper-casual games
      • Ep.72: Future Proofing Game Economies
      • Ep.65: Tips for creating a new game
      • Ep.64: The Value of Data Scientists in your Mobile Game
      • Ep.63: Creating long lasting and meaningful ingame communities
      • Ep.62: UX Game Design tips for Maximum Satisfaction
      • When to pivot your mobile game's approach
      • Solving problems in your mobile game
      • Live Ops and Live Ops Technologies
      • Game Economy Design and Limited Currency
      • The Fundamentals of Monetization Part 2
      • The Fundamentals of Monetization Part 1
      • Secrets to a successful mobile game
      • Starting a gaming studio from scratch
      • Using UX to deliver on what players want
      • How to start your own game studio
      • Understanding game economy design
    • Переводы китайских статей по дизайну
      • Power progression in games
      • Построение числового баланса
      • Как игра заставляет вас погружаться? Анализ числовой структуры на ранних этапах «AFK Arena»
      • Психология дизайна игровых мероприятий (45 советов)
    • Материалы по психологии игроков

Материалы по психологии игроков

Статьи по теме:

1. Типология Бартла

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2. Quantic Foundry

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3. Four Fun Keys

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4. 5 Domains of Play

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Personality traits → Game preferences (Taste) → Archetypes
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Personality theory is a good predictor for start, but not
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Drives:

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5. 8 kinds of fun

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6. PENS

Scott Rigby

7. Self-Determination Theory

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8.Пирамида маслоу

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9. Классификация из исследования по Tera и BattleField

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10. Solsten

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11. Game Analytics

Competition
Skillfulness
Achieving
Reasoning
Creativity
Socialising
Relaxation
Exploration

12. GameRefinery

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13. NewZoo

Newzoo_Gamer_Segmentation.pdf
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14. MAF

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15. Andrzej Marczewski

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16. Kinrate Analytics

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17. Octalysis Framework

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18. Hypercasual Gamers Motivation

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19. Facebook Gaming Player Motivation

has identified 8 primary player motivations, i.e., reasons why people play mobile games. This is very useful for the creative process.
Here’s an overview of each one.

Self-Expression

For some players, the ability to express their identity and creativity through mobile games is the most powerful motivator. They like to personalize a game and leave their mark, whether it’s by building, designing, decorating, or customizing characters.

Social Connection

This group of players is motivated by social connections. For them, mobile gaming is a social activity. That can include playing against other players, playing with friends, collaborating with others, or joining a guild.

Progression

Data shows that many players are driven by a sense of accomplishment when playing mobile games. Games they find interesting include building, creating, managing, and even exploring new areas.

Expertise

This motivation also relates to feeling accomplished. However, it’s more about honing one’s skills and mastering every aspect of a game. They always look for ways to get better in any game they play. Steep learning curves and difficult games are appealing to them.

Discovery

Many players get a thrill from discovering new areas, items, or characters in a game. They’re mainly driven by exploration. Furthermore, this group of gamers feels excited when they stumble upon interesting findings and acquire a wide range of items.

Power

For many players, gaming is all about winning and beating other players. This group of gamers is highly focused on defeating others and achieving victory. Furthermore, they enjoy playing the role of a king, queen, or an emperor and take satisfaction from running the game.

Escapism

For some people, mobile games are a way to immerse themselves in another world and escape reality. Role-playing, going on wild adventures, and losing oneself in a fantasy world is what they seek in a mobile game.

Relaxation

Some players simply want to relax and pass the time while commuting, waiting for an appointment, or winding down after a busy day at work. For them, it’s not about winning and mastering difficult adrenaline-fueled games. They tend to be attracted to simple, slow-paced games that include puzzles or cards.

20.Акцентуации (Психотипы) по А.Филатову

*Считается что акцентуации менее применимы практически и реже встречаются в чистом виде, чем соционические типы.
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21. Соционика (MBTI, Meyers-Briggs)

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Этика ←→ Логика
Сенсорика ←→ Интуиция
Интроверсия ←→ Экстраверсия
Дон Кихот (искатель, интуитивно-логический экстраверт)
Дюма (посредник, сенсорно-этический интроверт)
Робеспьер (аналитик, логически-интуитивный интроверт)
Гюго (игрок, этически-сенсорный экстраверт)
Жуков (маршал, сенсорно-логический экстраверт)
Есенин (лирик, интуитивно-этический интроверт)
Максим Горький (управленец, логически-сенсорный интроверт)
Гамлет (артист, этически-интуитивный экстраверт)
Бальзак (критик, интуитивно-логический интроверт)
Наполеон (император, сенсорно-этический экстраверт)
Джек Лондон (информатор-методист, логически-интуитивный экстраверт)
Драйзер (церемониймейстер, этически-сенсорный интроверт)
Габен (мастер, сенсорно-логический интроверт)
Гексли (коммуникатор, интуитивно-этический экстраверт)
Штирлиц (разведчик, логически-сенсорный экстраверт)
Достоевский (гуманист, этически-интуитивный интроверт)

22. Operant Conditioning

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23. Intrinsic and Extrinsic motivation

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24. Self reported motivations

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