Skip to main content

Game Design and Gamer Psychology

  • Chapter
  • First Online:
Gamer Psychology and Behavior

Abstract

Gaming is often criticized as being a mindless addiction, but playing a computer game is not a mindless act. Games require complex and different talents such as focusing on a virtual world, thinking as a different person, making strategies, planning, and most importantly interacting with the virtual. Players become the hero of a computer game, try to act, think, and react like him/her. Players have a complicated psychology and to understand computer games, first we need to understand the psychological components specific for this communication medium. It is also important to understand what is fun, what motivates or entertains the player. It is impossible to design a game that pleases the player without understanding the gamer psychology. In this regard, we selected The Witcher 3: Wild Hunt game for analyzing gamer psychology under five sections: Realism/Believability, Complexity/Playability, Satisfaction/Fun, Presence/Immersion, and Freedom/Choice.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    30 October 2015, https://en.wikipedia.org/wiki/Golden_Joystick_Award#2015

  2. 2.

    Crawford, C. (2003) Chris Crawford On Game Design. Boston, MA: New Riders, p.31.

  3. 3.

    http://www.adventure-island.nl/other.php?file=interviews/interviewsecretfilestunguska_eng

  4. 4.

    http://www.gamasutra.com/view/news/113368/DICE_09_Bethesdas_Howard_On_Supreme_Playability.php

  5. 5.

    http://www.ign.com/articles/2000/05/16/e3-hideo-kojima-interview

  6. 6.

    http://www.rpgcodex.net/content.php?id=9788

  7. 7.

    15 October 2015, http://www.animago.com/en/news/archiv/congratulations​-here-are-the-2015-animago-award-winners/

References

  • Bartle RA (2004) Designing virtual worlds. New Riders Publishing

    Google Scholar 

  • Bostan B (2009) Player motivations: a psychological perspective. ACM Comput Entertain 7(2). http://dl.acm.org/citation.cfm?doid=1541895.1541902

    Google Scholar 

  • Cheng K, Cairns P (2005) Behaviour, realism and immersion in games. ACM conference on human factors in computing systems, CHI 2005, ACM, pp 1272–1275

    Google Scholar 

  • Crawford C (1982) The art of computer game design. Osborne/McGraw Hill, Berkeley

    Google Scholar 

  • Csikszentmihalyi M (1990) Flow: the psychology of optimal experience. Harper Perennial, New York

    Google Scholar 

  • Desurvire H, Caplan M, Toth JA (2004) Using heuristics to evaluate the playability of games. CHI ‘04 extended abstracts on human factors in computing systems (Vienna, Austria, April 24–29, 2004). CHI ‘04. ACM, New York, pp 1509–1512

    Google Scholar 

  • Ermi L, Mäyrä F (2005) Fundamental components of the gameplay experience: analysing immersion. Paper presented at DIGRA 2005: changing views: worlds in play, Vancouver, Canada

    Google Scholar 

  • Heeter C (1992) Being there: the subjective experience of presence. Presence Teleop Virt Environ 1(2):262–271

    Article  Google Scholar 

  • Hunicke R, Chapman V (2004) AI for dynamic difficulty adjustment in games. Challenges in game artificial intelligence AAAI workshop, San Jose, pp 91–96

    Google Scholar 

  • Ijsselsteijn WA (2002) Elements of a multi-level theory of presence: phenomenology, mental processing and neural correlates. In: Proceedings of presence 2002, 9–11

    Google Scholar 

  • Ijsselsteijn W, Riva G (2003) Being there: the experience of presence in mediated environments. In: Riva G, Davide F, Ijsselsteijn WA (eds) Being there: concepts, effects and measurement of user presence in synthetic environments. IOS, Amsterdam

    Google Scholar 

  • Kamal B (2003) Believability in computer games. IE2004 Australian workshop on interactive entertainment, Sydney

    Google Scholar 

  • Laurel B (1993) Computers as theatre. Addison-Wesley, Reading

    Google Scholar 

  • Mateas M (1997) An Oz-centric review of interactive drama and believable agents. Tech Report CMU-CS-97-156, Carnegie Mellon University

    Google Scholar 

  • Regenbrecht H, Schubert T, Friedmann F (1998) Measuring the sense of presence and its relations to fear of heights in virtual environments. Int J Hum Comput Int 10(3):233–249

    Article  Google Scholar 

  • Riva G (2004) The psychology of ambient intelligence: activity, situation and presence. In: Riva G, Davide F, Vatalaro F, Alcañiz M (eds) Ambient Intelligence: the evolution of technology, communication and cognition towards the future of the human-computer interaction. IOS, Amsterdam

    Google Scholar 

  • Rollings A, Adams E (2003) Andrew Rollings and Ernest Adams on game design. New Riders Games, Indianapolis

    Google Scholar 

  • Sánchez JLG, Vela FLG, Simarro FM, Padilla-Zea N (2012) Playability: analysing user experience in video games. Behav Inf Technol 31(10):1033–1054

    Article  Google Scholar 

  • Slater M, Wilbur S (1997) A framework for immersive virtual environments (FIVE): speculations on the role of presence in virtual environments. Presence Teleop Virt Environ 6(6):603–616

    Article  Google Scholar 

  • Storms RL, Zyda MJ (2000) Interactions in perceived quality of auditory-visual displays. Presence 9(6):557–580

    Article  Google Scholar 

  • Sweetser P, Wyeth P (2005) GameFlow: a model for evaluating player enjoyment in games. ACM Comput Entertain 3(3). http://dl.acm.org/citation.cfm?doid=1077246.1077253

    Google Scholar 

  • Waterworth EL (2003) The meaning of presence. Presence Connect 3(3). http://www8.informatik.umu.se/~jwworth/PRESENCE-meaning.htm

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Barbaros Bostan Ph.D. .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Bostan, B., Tingoy, O. (2016). Game Design and Gamer Psychology. In: Bostan, B. (eds) Gamer Psychology and Behavior. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-29904-4_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-29904-4_7

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-29903-7

  • Online ISBN: 978-3-319-29904-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics