LEE- Oyun ve Etkileşim Teknolojileri Lisansüstü Programı
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Yazar "Ersoy, Asena" ile LEE- Oyun ve Etkileşim Teknolojileri Lisansüstü Programı'a göz atma
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ÖgeAnalysis on the relationship between human psychology and in-game preferences in terms of bartle's player type(Graduate School, 2025-06-25) Ersoy, Asena ; Gül, Leman Figen ; 529221003 ; Game and Interaction TechnologiesVideo games have evolved beyond mere entertainment into digital spaces where individuals explore identity and act independently of social norms. With increasing realism, games enable players to reflect their personality traits through their in-game behaviors. This thesis investigates the relationship between individuals' real-life personality traits and their player types in digital games. It focuses on how demographic variables such as age, gender, education, socioeconomic status, and gaming habits influence in-game behaviors. The study employs a quantitative methodology using a questionnaire including the Bartle Player Type Model and the Five Factor Model. The questionnaire was approved by the Istanbul Technical University Ethics Committee and distributed through snowball sampling via social media, resulting in 417 responses. After data cleaning, 411 valid responses were analyzed using correlation, ANOVA, and Tukey's Honestly Significant Difference tests, visualized through Python. The findings revealed no significant differences between those who played massively multiplayer online role-playing games and those who did not, suggesting the applicability of the Bartle model beyond its original context. Consistent correlations were observed across all categories, most notably between Openness and Explorer, and Agreeableness and Socializer. Demographic subgroups generally yielded similar results, though the most notable differences appeared in gender. Female Socializers showed higher Conscientiousness, whereas male Socializers displayed higher Agreeableness. Within the massively multiplayer online role-playing games group, women exhibited stronger Socializer traits than men, whereas men showed stronger Explorer traits than women. Further analysis identified the most variation in the Killer type, while the Achiever type showed no significant differences. Age and education level showed no notable impact. Individuals with higher Agreeableness tended to spend more time playing. Interestingly, Socializer types were more common among participants with lower socioeconomic status, while Explorer traits were more frequent in those with limited massively multiplayer online role-playing games experience. Openness was higher among younger players with lower socioeconomic backgrounds and less weekly game time. The study concludes that both personality traits and demographic characteristics influence player types and gaming motivations. Players with similar personalities exhibited different in-game behaviors depending on demographic context. This highlights the shaping role of demographic factors in the relationship between personality and player type. Notable patterns include gender-based motivational differences: women often viewed games as an escape and engaged more in social interaction despite being highly responsible in real life, whereas men integrated gaming with their real-life personalities, displaying helpful and cooperative behavior. Socioeconomic status also influenced motivation as lower-status individuals played to socialize, while those with higher status played for competition or escape. Additionally, longer massively multiplayer online role-playing games playtime correlated with a shift from exploration to social interaction, indicating the need for mechanics that sustain Explorer-type players. Overall, this research contributes to the understanding of individual differences in digital games, offering insights for player-centered game design and the role of games in identity formation and socialization. This demonstrates that games serve not only as a source of entertainment but also as a space for identity formation and escapism, particularly for disadvantaged demographic groups. It also suggests potential strategies for enhancing the long-term engagement of massively multiplayer online role-playing games. However, the study has limitations. Its limited time frame design prevents observing changes over time, and self-report data may be biased. Although the Bartle model is widely used, it was originally developed for players of Multi-User Dungeons which is the early forms of today's massively multiplayer online role-playing games and may not fully capture the behavior of other player types. The cultural homogeneity of participants limits generalizability. Future studies should address these limitations through longitudinal, behavioral, and cross-cultural approaches.