Play style: Showing your age

Age has been shown to influence our preferences, choices, and cognitive performance. We expect this influence to be visible in the play style of an individual. Player models would then benefit from incorporating age, allowing developers to offer an increasingly personalized game experience to the player. To investigate the relationship between age and play style, we set out to determine how much of the variance in a player's age can be explained by his play style. For this purpose, we used the data from a survey (`PsyOps') among 13,376 `Battlefield 3' players. Starting out with 60 play style variables, we found that 45.7% of the variance in age can be explained by 46 play style variables. Furthermore, similar percentages of variance in age are explained when the sample is divided along gaming platform: 31 play style variables explain 43.1% on PC; 30 play style variables explain 53.9% on Xbox 360; 28 play style variables explain 51.7% on Playstation 3. Our findings have a high external validity due to the large and heterogeneous nature of the sample. The strength of the relationship between age and play style is considered `large' according to Cohen's classification. Previous research indicates that the nature of the relationship between age and play style is likely to be based on life-time developments in cognitive performance, motivation, and personality. All in all, our findings merit a recommendation to incorporate age in future player models.

[1]  Maria E. Jabon,et al.  The Expression of Personality in Virtual Worlds , 2011 .

[2]  C. Barnes Aging and the physiology of spatial memory , 1988, Neurobiology of Aging.

[3]  C. Barbaranelli,et al.  Age differences in personality across the adult life span: parallels in five cultures. , 1999, Developmental psychology.

[4]  R. Ganellen,et al.  Assessing Normal and Abnormal Personality Functioning: Strengths and Weaknesses of Self-Report, Observer, and Performance-Based Methods , 2007, Journal of personality assessment.

[5]  Ira Driscoll,et al.  The Aging Hippocampus: Navigating Between Rat and Human Experiments , 2005, Reviews in the neurosciences.

[6]  Richard E. Lucas,et al.  Age differences in the Big Five across the life span: evidence from two national samples. , 2008, Psychology and aging.

[7]  Julia Spaniol,et al.  Spatial pattern completion deficits in older adults , 2013, Front. Ag. Neurosci..

[8]  H. Jaap van den Herik,et al.  Games as personality profiling tools , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).

[9]  Albert Postma,et al.  The contribution of implicit and explicit memory to the effects of errorless learning: A comparison between young and older adults , 2005, Journal of the International Neuropsychological Society.

[10]  H. Jaap van den Herik,et al.  PsyOps: Personality assessment through gaming behavior , 2013, FDG.

[11]  R. Piedmont,et al.  The Revised NEO Personality Inventory , 1998 .

[12]  Anne Sullivan,et al.  An inclusive view of player modeling , 2011, FDG.

[13]  P. Allen,et al.  The psychological refractory period: evidence for age differences in attentional time-sharing. , 1998, Psychology and aging.

[14]  Jacob Cohen,et al.  A power primer. , 1992, Psychological bulletin.

[15]  C. S. Green,et al.  Action video game modifies visual selective attention , 2003, Nature.

[16]  A. Kramer,et al.  Can training in a real-time strategy video game attenuate cognitive decline in older adults? , 2008, Psychology and aging.

[17]  Andy P. Field,et al.  Discovering Statistics Using SPSS , 2000 .

[18]  R. Piedmont,et al.  The Revised NEO Personality Inventory: Clinical and Research Applications , 1998 .

[19]  Pieter Spronck,et al.  Psychologically Verified Player Modelling , 2009, GAMEON.

[20]  I. Deary,et al.  Goldberg’s ‘IPIP’ Big-Five factor markers: Internal consistency and concurrent validation in Scotland , 2005 .

[21]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[22]  Hiroyuki Iida,et al.  A metric for entertainment of boardgames: its implication for evolution of chess variants , 2002, IWEC.

[23]  Oliver Brdiczka,et al.  Inferring personality of online gamers by fusing multiple-view predictions , 2012, UMAP.