The Psychology of the Player & Game Character Design and Representation
Metagame Book Club: Game Studies. "The Psychology of the Player & Game Character Design and Representation" by Sherry Jones. Published Dec. 3, 2015. Last Updated: Jan. 19, 2019.
**This page was first published on the Metagame Book Club.
Welcome to Week 3!
Welcome to the third and final week of Track 1: Games & Psychology! In the previous two sessions, we have covered various psychological theories that can be applied to designing games that are enjoyable for the player. We learn that player-centric design means to take into consideration the player’s physical and emotional needs. Now, in week 3, we shine the psychological lens on the player’s thinking, specifically, why the player wants to play any game in the first place. Two main questions regarding the psychology of the player will be addressed:
- What are the player’s reasons for wanting to play a game? This complicated question leads to other tangential questions about player psychology such as: How do we assess the player’s psychological profile? Why do individual players gravitate toward one game genre over another? Why do some games appear more appealing to certain players? How do games motivate the players to continue playing them? What is happening when a player decides to quit a game? How do in-game characters impact the way players perceive themselves?
- What is the nature of the relationship between the player and his/her protagonist character, and between the player and non player characters (NPCs)? Although game characters are not real people, social psychologists believe that the player still reenacts certain social roles when he/she interacts with fictional game characters (as the distinction between the real and the unreal becomes blurred when the player experiences the flow state. The flow theory was discussed extensively during week 1 discussions). Games also can condition the player's social behaviors when the player takes on the protagonist character, or calling on the player to interact with NPCs that represent various social identities.
In addition to reading about the research in player psychology, we will explore advanced game design methods for creating believable and relatable game characters. Character design not only involves designing the physical features of a character model, but also involves determining how the character will move and behave according to the constraints and affordances of its physical design.
Recent trend in character design includes using motion capture technology to capture a person's facial and body movements to create photo-realistic characters, although this level of realism often exhibits the undesirable uncanny valley effect as seen above. For game designers, this is an issue regarding low vs. high graphic fidelity (this issue was addressed during our week 2 discussion). Avoiding the uncanny valley effect in character design is also being studied extensively in psychology.
In this week's reading list, some of the major player psychological theories addressed this week are: Self Perception Theory; Proteus Effect; Personality and Motivation; Pleasure; Fidelity and Imagination; Quitting.
The assigned open access (OA) articles and videos below will address the aforementioned theories in depth.
Enjoy the readings! Onward~
-- Sherry Jones (Track 1: Games & Psychology Facilitator)
**See end of page for the recorded live streaming video of this week's readings.**
Why Do We Play Games?: The Psychology of the Player
- [2015] [ARTICLE] Stewart, Bart. Personality and Player Styles: A Unified Model. Gamasutra. 2015.
- [2014] [INTERVIEW] Ross, Andrew. MMOs and Gaming Psychology Part 2: Interview with a Researcher. Engadget. 30 December 2014.
- [2014] [ARTICLE] Wirth, Richard. Game Studies: The Psychology of the ‘Player’. Leonardo Online. 2 November 2014.
- [2012] [PEER REVIEWED] Ee, Andrew and Hichang Cho. What Makes an MMORPG Leader? A Social Cognitive Theory-Based Approach to Understanding the Formation of Leadership Capabilities in Massively Multiplayer Online Role-Playing Games. Eludamos, 6(1), 2012.
- [2011] [ARTICLE] Madigan, Jamie. Procedural Justice and Nerfing.” Psychology of Games. 25 February 2011.
- [2009] [PEER REVIEWED] Klimmt, Christoph. Key Dimensions of Contemporary Video Game Literacy: Towards A Normative Model of the Competent Digital Gamer. Eludamos, 3(1), 2009.
- [2009] [PEER REVIEWED] Charles, Alec. Playing with One’s Self: Notions of Subjectivity and Agency in Digital Games. Eludamos, 3(2), 2009.
- [2006] [PEER REVIEWED] Steinkuehler, Constance A. and Dmitri Williams. “Where Everybody Knows Your (Screen) Name: Online Games as Third Places. Journal of Computer-Mediated Communication, 11(4), 9 October 2006.
- [2005] [ARTICLE] Hejdenberg, Anders. The Psychology Behind Games. Gamasutra. 26 April 2005.
- [2005] [ARTICLE] Yee, Nicholas. A Model of Player Motivations. The Daedalus Project. March 13, 2005.
- [2003] [ARTICLE] Yee, Nicholas. Why We Quit. The Daedalus Project. Feb. 11, 2003.
- [2003] [PEER REVIEWED] Noble, Ralph, Kathleen Ruiz, Marc Destefano, and Jonathan Mintz. Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age. Digra. 2003.
- [1996] [ARTICLE] Bartle, Richard. Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds. 1996.
Game Character Representation and Player Identity Affordance
- [2015] [PEER REVIEWED] Taylor, Nicholas, Chris Kampe, and Kristina Bell. Me and Lee: Identification and the Play of Attraction in The Walking Dead. Game Studies. July 2015.
- [2009] [PEER REVIEWED] Van Looy, Jan. Games and Self-Imagining, a Comparative Media Perspective. Eludamos. 3(1), 2009.
- [2009] [PEER REVIEWED] Pinchbeck, Dan. An Analysis of Persistent Non-Player Characters in the First-Person Gaming Genre 1998-2007: A Case for the Fusion of Mechanics and Diegetics. Eludamos, 3(2), 2009.
- [2009] [PEER REVIEWED] Voorhees, Gerald. The Character of Difference: Procedurality, Rhetoric, and Roleplaying Games. Game Studies. Nov. 2009.
- [2008] [PEER REVIEWED]. Blinka, Lukas. The Relationship of Players to Their Avatars in MMORPGs: Differences between Adolescents, Emerging Adults and Adults. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 2(1), 2008.
- [2008] [PEER REVIEWED] Schröder, Arne. “We Don’t Want It Changed, Do We?” - Gender and Sexuality in Role-Playing Games. Eludamos, 2(2), 2008.
- [2007] [PEER REVIEWED] Yee, Nick and Jeremy Bailenson. The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Communication Research. 2007.
- [2002] [ARTICLE] Yee, Nicholas. Befriending Ogres and Wood Elves: Understanding Relationship Formation in MMORPG. October 2002.
- [2001] [ARTICLE] Yee, Nicholas. A Journey Into Everquest: Peering Into a World Where Everyone is Someone Else. 2001.
- [1999] [ARTICLE] Yee, Nicholas. Through the Looking Glass: An Exploration of the Interplay between Player and Character Selves in Role-Playing Games. 1999.
Psychology of Game Character Design Patterns
- [2015] [ARTICLE] Guardiola, Emmanuel. A Game Design Methodology for Generating a Psychological Profile of Players. Serious Games Analytics: Methodologies for Performance Measurement, Assessment, and Improvement. 2015.
- [2013] [PEER REVIEWED] Warpefelt, Henrik, Magnus Johansson, and Harko Verhagen. The Believability of Game Character Behavior Using the Game Agent Matrix. Digra. 2013.
- [2013] [ARTICLE] Madigan, Jamie. The Psychology of Video Game Avatars. Psychology of Games. Nov. 29, 2013.
- [2012] [ARTICLE] Madigan, Jamie. Self-Perception Theory and Marketing Through Avatars. Psychology of Games. Feb. 6, 2012.
- [2009] [PEER REVIEWED] Bailey, Christine and Michael Katchabaw. An Emergent Framework For Realistic Psychosocial Behaviour In Non Player Characters. Loading…,3(5), 2009.
- [2009] [PEER REVIEWED] Tanenbaum, Joshua and Jim Bizzocchi. Close Reading Oblivion: Character Believability and Intelligent Personalization in Games. Loading…, 3(4), 2009.
- [2008] [VIDEO] Isbister, Katherine. Better Game Characters by Design. Stanford. May 9, 2008.
- [2006] [BOOK] Isbister. Katherine. Better Game Characters by Design: A Psychological Approach. Elsevier. 2006.
- [2002] [PEER REVIEWED] Mortensen, Torill. Playing With Players Potential Methodologies for MUDs. Game Studies. July 2002.
Problem with Photo-Realistic Character Design and the Uncanny Valley Effect
- [2015] [BOOK] Tinwell, Angela. The Uncanny Valley in Games and Animation. CRC Press. 2015.
- [2013] [ARTICLE] Madigan, Jamie. The Psychology of the Uncanny Valley. GamesIndustry. 1 May 2013.
- [2012] [VIDEO] Extra Credits. The Uncanny Valley - Why More Realistic Characters Look Less Human. Youtube. 19 May 2012.
- [2008] [VIDEO] Floyd, Daniel. Video Games and the Uncanny Valley. Youtube. 1 November 2008.
Recorded Live Streaming Video (Review of This Week's Readings)
Published: Dec. 6, 2015.