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ron meiners

Just to start things off, I actually seem to be strongest in the immersion/escape category, with low scores in achievement and socializing. It was an interesting excercise, which I felt should probably be done in more depth and detail.

The overall gloss is right however, I game sometimes for achievement, sometimes to socialize, but mostly to give my forebrain something to do, something to explore, while I mull things over of various kinds. I'm a big muller, as it were.

In the default world I'd say I was a socializer/achiever, or even a socializer achiever... and this raises the additional question of the relationships between our "normal" styles and our gaming styles or motivations. Some may correlate much more closely than mine did, for example, and why?

Anyway, where did you score? And what do you think of the taxonomy?

animagnum

I also scored very high (above 80%) in the immersion/escape category. I felt it was fairly accurate. Achievement is not all that important to me. I would rather an MMO offer me an escape from reality and a nice social environment. Strangely enough, I simply cannot get into Second Life.

Solok

Heh, I scored higher in immersion than I did all other categories too. This makes perfect sense to me - I play MMORPGs because I enjoy learning about the history and happenings that other people have created. I also enjoy having a powerful character (either PvE or PvP), getting new shiny things, and seeing what the artists have placed in the world.

DamianoV

I scored high in Imm, low in Ach and Soc as well (ACH-16, IMM-73, SOC-14). My Mechanics subcomponent (53), and Teamwork (40) were average, but the rest of the scores outside IMM were scraping bottom. Not sure about some of those scores, but close enough, I guess.

It's an interesting analysis, and a different perspective to be sure. What will be interesting is how it informs and influences design decisions moving forward. Bartle's types, as limited and "ivory tower" as they may be, did help predict and allow planning for molding the behavior and interaction of the player population. I can see ways this analysis could achieve similar goals... but it's not quite there yet.

DamianoV

I scored high in Imm, low in Ach and Soc as well (ACH-16, IMM-73, SOC-14). My Mechanics subcomponent (53), and Teamwork (40) were average, but the rest of the scores outside IMM were scraping bottom. Not sure about some of those scores, but close enough, I guess.

It's an interesting analysis, and a different perspective to be sure. What will be interesting is how it informs and influences design decisions moving forward. Bartle's types, as limited and "ivory tower" as they may be, did help predict and allow planning for molding the behavior and interaction of the player population. I can see ways this analysis could achieve similar goals... but it's not quite there yet.

Taelos Katran

My Achievement percentile rank is 50%, Socializing percentile rank is 98% and Immersion percentile rank is 86%.

In the socialization rank was dominated by "socializing" and "relationship" components.

The achievement rank was dominated by the "mechanics" component.

The immersion rank was dominated by the "customize" component but the other three, Role-play, escapism, discovery each were in the 70 range.

Interesting survey but strongly biased to the slash and hack MMOG modes. There are no 1H and 2H weapons in social MMOs. What questions would be substituted if this survey was targeting the social worlds only?

Just a thought...

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