Game Development Essentials An Introduction Chapter 2 Player Elements who plays and why? Key Chapter Questions ■ What motivates people to play games, and how does this affect the types of games that are developed? ■ What is the difference between geographics, demographics, and psychographics? ■ How has the player market changed over time? ■ What is the difference between the U.S. and South Korean market? ■ What are the different generations of players in the United States? Player Motivation • Social interaction • Physical seclusion • Competition • Knowledge • Mastery • Escapism • Addiction • Therapy • Exercise • Creative expression Player Suits Richard Bartle’s “Players Who Suit MUDs” Hearts: Socializers interact with other players Clubs: Killers manipulate other players Diamonds: Achievers interact with the environment Spades: Explorers manipulate the environment Geographics South Korea Japan Germany Regional US Geographics Psychographics VALS (Values, Attitudes & Lifestyles Survey) Psychographics Demographics •Gender •Age •Occupation •Income •Education •Ethnicity •Religion •Political Affiliation Demographics Entertainment Software Association (ESA) • 52% of players report watching less television as a result of playing games • 47% of players are going to the movies less • 41% of players watch movies at home less often • 54% of U.S. households have purchased or plan to purchase one or more games • adult women make up a larger percentage of players than boys ages 6–17 • females of all ages now make up almost 40% of the game-playing population • men and women over 18 make up 64 percent of the player population • 17% of players are over age 50 Demographics Generation • Silent • Boom • Generation X • Millennial • Trends quiz (p. 55) Gen X The “Lone Hero” Generation Tomb Raider’s Lara Croft and Half-Life’s Gordon Freeman are both depicted as lone heroes. Millennials The “Teamwork” Generation Games that incorporate cooperation—such as A Tale in the Desert and Puzzle Pirates—might be ideal games for the Millennial Generation. Summary • Player motivation • Player suits • Geographics • Psychographics • Demographics • Generations