Towards a system of customized video game mechanics based on player personality: Relating the Big Five personality traits with difficulty adaptation in a first-person shooter game

While personality is known to moderate the kind of video games people like to play, the link between personality and game mechanics has not been explored. Finding such a link can enable customizing game mechanics based on personality, potentially making games more enjoyable and suited to a wide range of players. The present work investigated the relationship between the Big Five personality traits and four different implementations of difficulty adaptation, a popular game mechanic, in a first-person shooter game. In Study 1, a linear regression model was derived to relate the five personality traits with enjoyment (ENJ) and gameplay duration (DUR) in the four difficulty adaptations. In Study 2, this regression model was used to construct a predictor that chose a difficulty adaptation which maximized ENJ and DUR based on player personality. The predictor was tested against dynamic difficulty adjustment (DDA), which matched difficulty to user performance. ENJ and DUR were significantly higher in the prediction group than the DDA group. The present work highlights the importance of difficulty adaptation as a game mechanic, and suggests that personality could also be related to other game mechanics. Accordingly, a framework for personality-based game mechanics customization is proposed to foster future research.

[1]  S. Gosling,et al.  A very brief measure of the Big-Five personality domains , 2003 .

[2]  John L. Sherry The effects of violent video games on aggression. , 2001 .

[3]  S. Srivastava,et al.  The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. , 1999 .

[4]  Ben-Gurion,et al.  Personality Based Gamification – Educational Gamification for Extroverts and Introverts , 2014 .

[5]  J. K. Esser,et al.  Effects of delayed rewards and task interest on intrinsic motivation , 1992 .

[6]  Noah Wardrip-Fruin,et al.  Polymorph: dynamic difficulty adjustment through level generation , 2010, PCGames@FDG.

[7]  Robin Hunicke,et al.  The case for dynamic difficulty adjustment in games , 2005, ACE '05.

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

[9]  Nicole Fruehauf Flow The Psychology Of Optimal Experience , 2016 .

[10]  Gerald V. Barrett,et al.  The relationship of extraversion and neuroticism with job preferences and job satisfaction for clerical employees , 1983 .

[11]  A. Isen,et al.  The Influence of Positive Affect on Intrinsic and Extrinsic Motivation: Facilitating Enjoyment of Play, Responsible Work Behavior, and Self-Control , 2005 .

[12]  S. Ramsay Violence , 2000, The Lancet.

[13]  Anders Tychsen,et al.  Player-Character Dynamics in Multi-Player Role Playing Games , 2007, DiGRA Conference.

[14]  Norman Carver,et al.  Tuning computer gaming agents using Q-learning , 2011, 2011 Federated Conference on Computer Science and Information Systems (FedCSIS).

[15]  Werner Wirth,et al.  The Development of Video Game Enjoyment in a Role Playing Game , 2013, Cyberpsychology Behav. Soc. Netw..

[16]  Douglas A. Gentile,et al.  Violence, Sex, Race, and Age in Popular Video Games: A Content Analysis. , 2005 .

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

[18]  K. Trzesniewski,et al.  Measuring Global Self-Esteem: Construct Validation of a Single-Item Measure and the Rosenberg Self-Esteem Scale , 2001 .

[19]  G. G. Stokes "J." , 1890, The New Yale Book of Quotations.

[20]  Robert Zubek,et al.  MDA : A Formal Approach to Game Design and Game Research , 2004 .

[21]  Peta Wyeth,et al.  GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.

[22]  Jörn Loviscach,et al.  Dead on Arrival: Adapting Games to Finish at a Given Time or Location , 2009, INTETAIN.

[23]  Peta Wyeth,et al.  Personality, genre and videogame play experience , 2012, FnG '12.

[24]  Pieter Spronck,et al.  Player behavioural modelling for video games , 2012, Entertain. Comput..

[25]  K. Asakawa Flow Experience and Autotelic Personality in Japanese College Students: How do they Experience Challenges in Daily Life? , 2004 .

[26]  Joseph G. Eisenhauer Regression through the Origin , 2003 .

[27]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[28]  Valerie J. Shute,et al.  Video gameplay, personality and academic performance , 2012, Comput. Educ..

[29]  Daniele Loiacono,et al.  Player Modeling , 2013, Artificial and Computational Intelligence in Games.

[30]  Daniel M. Johnson,et al.  Personality, motivation and video games , 2010, OZCHI '10.

[31]  S. Vodanovich,et al.  Cognitive correlates of boredom proneness: the role of private self-consciousness and absorption. , 1998, The Journal of psychology.

[32]  I. B. Myers The myers-briggs type indicator , 1962 .

[33]  R L Helmreich,et al.  Negative and positive components of psychological masculinity and femininity and their relationships to self-reports of neurotic and acting out behaviors. , 1979, Journal of personality and social psychology.

[34]  Andrew Pipingas,et al.  Improved Processing Speed: Online Computer-based Cognitive Training in Older Adults , 2012 .

[35]  Gavriel Salvendy,et al.  Effects of different scenarios of game difficulty on player immersion , 2010, Interact. Comput..

[36]  C. DeCarli,et al.  Computer-based Cognitive Training for Mild Cognitive Impairment: Results from a Pilot Randomized, Controlled Trial , 2009, Alzheimer disease and associated disorders.

[37]  Fabio Zambetta,et al.  Video game personalisation techniques: A comprehensive survey , 2014, Entertain. Comput..

[38]  Robert K. Atkinson,et al.  Empirical Taxonomies of Gameplay Enjoyment: Personality and Video Game Preference , 2012, Int. J. Game Based Learn..

[39]  Darryl Charles,et al.  Player-Centred Game Design : Player Modelling and Adaptive Digital Games , 2005 .

[40]  C. Anderson,et al.  Violent video games: The newest media violence hazard. , 2003 .

[41]  Ernest Adams,et al.  Fundamentals of Game Design , 2006 .

[42]  Brian Magerko,et al.  Intelligent adaptation of digital game-based learning , 2008, Future Play.

[43]  M. Guadagnoli,et al.  Challenge Point: A Framework for Conceptualizing the Effects of Various Practice Conditions in Motor Learning , 2004, Journal of motor behavior.

[44]  Thomas Gärtner,et al.  Player Modeling for Intelligent Difficulty Adjustment , 2009, LWA.

[45]  A. Pomerantz,et al.  Investigating the relationships between boredom proneness, paranoia, and self-consciousness , 2003 .

[46]  Eric O. Postma,et al.  Adaptive game AI with dynamic scripting , 2006, Machine Learning.

[47]  Tracy Fullerton,et al.  Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition , 2014 .

[48]  Ching-I Teng,et al.  Exploring the Links Between Personality Traits and Motivations to Play Online Games , 2011, Cyberpsychology Behav. Soc. Netw..

[49]  J. C. Dill,et al.  VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE , 1998 .

[50]  Nick Yee,et al.  The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.

[51]  Robin Hunicke,et al.  AI for Dynamic Difficulty Adjustment in Games , 2004 .

[52]  Xiaowen Fang,et al.  Personality and enjoyment of computer game play , 2010, Comput. Ind..

[53]  I. Sprinkhuizen-Kuyper,et al.  DIFFICULTY SCALING OF GAME AI , 2004 .

[54]  C. Anderson,et al.  Effects of violent video games on aggressive behavior: Potential sex differences. , 2002 .

[55]  Stéphane Natkin,et al.  Scaling the Level of Difficulty in Single Player Video Games , 2009, ICEC.

[56]  Julita Vassileva,et al.  Tailoring persuasive health games to gamer type , 2013, CHI.

[57]  Anthony M. Bean,et al.  Video gamers and personality: A five-factor model to understand game playing style. , 2014 .

[58]  A. Mehrabian,et al.  Preferences for Individual Video Games as a Function of Their Emotional Effects on Players , 1986 .

[59]  S. Engeser,et al.  Flow, performance and moderators of challenge-skill balance , 2008 .

[60]  H. Jaap van den Herik,et al.  Rapid and Reliable Adaptation of Video Game AI , 2009, IEEE Transactions on Computational Intelligence and AI in Games.

[61]  Silvia Knobloch-Westerwick,et al.  Choice and Preference in Media Use : Advances in Selective Exposure Theory and Research , 2014 .

[62]  Thomas L. Daniel,et al.  Intrinsic motivation as influenced by rewards, task interest, and task structure. , 1980 .

[63]  Alan K. Goodboy,et al.  Is Basic Personality Related to Violent and Non-Violent Video Game Play and Preferences? , 2011, Cyberpsychology Behav. Soc. Netw..

[64]  Kar Yan Tam,et al.  Does Animation Attract Online Users' Attention? The Effects of Flash on Information Search Performance and Perceptions , 2004, Inf. Syst. Res..

[65]  Xiaowen Fang,et al.  Extraversion Personality and Computer Game Play , 2014 .

[66]  Stefan Greuter,et al.  Towards personalised, gamified systems: an investigation into game design, personality and player typologies , 2013, IE.

[67]  Paul Skalski,et al.  Need for Presence and Other Motivations for Video Game Play Across Genres , 2012 .

[68]  Gilad Ravid,et al.  Personality Based Gamification: How Different Personalities perceive Gamification , 2014, ECIS.

[69]  René Weber,et al.  Player Types and Quality Perceptions: A Social Cognitive Theory Based Model to Predict Video Game Playing , 2009, Int. J. Gaming Comput. Mediat. Simulations.

[70]  Ching-I Teng,et al.  Personality Differences between Online Game Players and Nonplayers in a Student Sample , 2008, Cyberpsychology Behav. Soc. Netw..

[71]  Daniel M. Johnson,et al.  Personality & video game genre preferences , 2012, IE '12.

[72]  I. Mcmanus,et al.  The personality of fantasy game players , 1993 .

[73]  H. Jaap van den Herik,et al.  Extraversion in Games , 2010, Computers and Games.

[74]  杨文秀,et al.  此处“personality”译法探析 , 2000 .

[75]  M. Csíkszentmihályi Beyond boredom and anxiety , 1975 .

[76]  Changchun Liu,et al.  Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback , 2009, Int. J. Hum. Comput. Interact..

[77]  J. Borders,et al.  Relationship between personality and video game preferences. , 2012 .

[78]  Ulman Lindenberger,et al.  Cognitive enrichment in old age: Web-based training programs. , 2010 .

[79]  I. B. Myers The Myers-Briggs Type Indicator: Manual (1962). , 1962 .

[80]  Karin A. Orvis,et al.  Using Adaptive Difficulty to Optimize Videogame-Based Training Performance: The Moderating Role of Personality , 2012 .

[81]  Terence A. Oliva,et al.  Play as a Consumption Experience: The Roles of Emotions, Performance, and Personality in the Enjoyment of Games , 1984 .

[82]  C. Klimmt,et al.  The influence of personality factors on computer game choice , 2006 .

[83]  C. Anderson,et al.  Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature , 2001, Psychological science.

[84]  R. Mcclure,et al.  Videogame Playing and Psychopathology , 1986, Psychological reports.

[85]  Ana Paiva,et al.  Emotion in Games , 2011, ACII.

[86]  Kent L. Norman,et al.  Relating Five Factor Personality Traits to Video Game Preference , 2013 .

[87]  Boaventura DaCosta,et al.  Predicting Video Game Behavior , 2015, Games Cult..

[88]  Andreas Oikonomou,et al.  An investigation of the effects of game difficulty on player enjoyment , 2013, Entertain. Comput..

[89]  Leslie C. Morey,et al.  Personality Assessment Inventory (PAI) , 2015 .