Player Types: A Meta-synthesis
By Juho Hamari, Janne Tuunanen. Trans. Digit. Games Res. Assoc., 2014
348 citations recorded by the source corpus.
ToDIGRA publications are licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 2.5 Generic License (http://creativecommons.org/licenses/by-nc-nd/2.5/).
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/a4fd78a8713f353ac3994f420b45c91ac6c87612
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Juho Hamari
- Jonna Koivisto
- Nannan Xi
- Sebastian Deterding
- Max Sjöblom
- Lennart E. Nacke
- Jodi Asbell-Clarke
- Brianno D. Coller
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Nannan Xi
- Sebastian Deterding
- Max Sjöblom
- Kai Huotari
- Lauri Keronen
- Lennart E. Nacke
Citations in the corpus
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, methodology): “Third, Bartle’s (1996) typology, based on the unsystematic review of one bulletin board regarding one MUD, has been superseded by a plethora of alternative typologies, based on empirical studies with representative samples and rigorous methods (Hamari & Tuunanen, 2014).”
- What is eSports and why do people watch it? (2017, background): “The first category is concerned with player types (Bartle, 1996; Hamari and Tuunanen, 2014), mentalities and orientations (Kallio et al., 2011).”
- "Working out for likes": An empirical study on social influence in exercise gamification (2015, background): “Recognition Hernandez et al. (2011), Hsu and Lin (2008), Lin (2008), Lin and Bhattacherjee (2010) RECOG1 I feel good when my achievements in Fitocracy are noticed 0.”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “This difference in outcome may arise, for example, from differences in the operant resources of the two users/players, such as skills (e.g., Hamari and Tuunanen 2014; Yee 2006).”
- Why do people play games? A meta-analysis (2017, background): “…is getting longer: there are more different kinds of games available for a multitude of different platforms that cater for differing gaming needs (Hamari & Tuunanen 2014; Kallio et al. 2011; Yee 2006a; Yee 2006b), for widening audiences (Greenberg et al. 2010; Griffiths et al. 2003; Griffiths et…”
- The Gamification User Types Hexad Scale (2016, methodology): “A more comprehensive review has been done by Hamari and Tuunanen [18].”
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014, background): “Other appeals of video games (see e.g. Hamari & Tuunanen, 2014; Yee, 2006 on gaming motivations), such as audiovisual immersion and stimuli that are commonly missing in the gamification context but often are an elemental aspect of video games.”
- Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017, background): “Hamari J, Tuunanen J. Player types: a meta-synthesis.”
- Does gamification affect brand engagement and equity? A study in online brand communities (2020, positive): “…translate differently to brand engagement and brand equity depending on the gaming history of consumers (Bittner & Schipper, 2014), what kinds of players they are (Robson et al., 2016), and how their interactions relate to their demographic factors such as age and gender (Koivisto & Hamari, 2014).”
- Demographic differences in perceived benefits from gamification (2014, background): “However, the relationship of personality traits (McCrae & John, 1992) – and in the field of game studies, player types (Hamari & Tuunanen, 2014; Yee, 2007) – to gamification should be studied as well, for better understanding of the psychological outcomes that gamification produces and that attract…”
- Do badges increase user activity? A field experiment on the effects of gamification (2017, background): “Therefore, future research could also consider the moderating role of, for example, personality differences (McCrae & John, 1992) and player types (Hamari & Tuunanen, 2014; Yee, 2006) on the use and experiences of gamification initiatives.”
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2016, background): “Therefore, further studies could investigate the moderating role of, for example, personality differences (McCrae & John, 1992) and playing orientations (Yee, 2006; Hamari & Tuunanen, 2014).”