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DiGRA
Respondents were recruited through websites and bulletin boards.
This study examines who plays online games and how their preferences cluster, aiming to move beyond earlier qualitative typologies toward a quantitative, empirically grounded framework. Building on Richard Bartle's well-known four-type model of multi-user dungeon players, the author argues that online gamers can be characterized by distinct motivational profiles, and that understanding these profiles is valuable for both academic research on online social life and for the design of games and player personas.
The core finding comes from a survey of 1,178 online gamers recruited through websites and bulletin boards, which the author acknowledges produces a self-selected, heavily engaged sample skewed toward dedicated and Western players. Respondents rated the importance of various game features, with exploration and themes or plot (88.5% each), good characters (86.2%), and graphics (79.3%) ranking highest, while military themes (31.9%) and realism (41.3%) ranked lowest. Preferences also varied by gender: males rated weapons, technology, and competition more highly, while females were more often indifferent. Genre preferences showed RPGs and fantasy games most popular (85.7%), followed by fighting and shooting games (75.9%).
Using factor analysis, the study identifies four archetypes that together account for a substantial share of play preferences: Warriors, who prioritize weapons, combat, and realism; Narrators, who value plot, characters, and exploration; Strategists, who favor complex, challenging, and unpredictable play; and Interactors, who prioritize competition and cooperation with other players above other features. The statistical tests reported, including a KMO measure above 0.654 and a scree plot supporting a four-factor solution, are presented as validating this grouping, though the author notes that the taxonomy is flexible, with each gamer representing a unique blend of the four types.
Anzu · 2026