Youve been there before. Youre role-playing with a group of friends and you love to get into combat but either the DM doesnt like combat or the rest of the party tries to avoid it. Or it may be the other way around, but you get my point. And inevitably, we gamers all try to figure out how many kinds of gamers there are. Some of us wonder why others put so much focus on character development and even romance, while others wonder how you could not be fascinated with rules and systems.
If we were asked how male and female gamers differ, I think we could come up with a quick set of stereotypical preferences. And now were one step above the simple categorization scheme. Were tying those gaming differences to some trait that is outside of the gaming world. And if we could do that with gender, what would we come up with if we did it with age, how long youve role-played, how introverted you are and other personality factors?
Wouldnt it be interesting if, say, introverted people tend to dislike combat and prefer character development? Isnt that more interesting than just saying that some gamers like combat while others dont? Sitting in front of my college computer, I realized I had the resources to pull off an online study to do just that. And I did.
The study was done under the supervision of a psychology professor at Haverford College. If you are interested in the details of the methods, you can go to my formal online presentation of the study. I will gloss over them here. The study was in two parts - a pilot survey and a questionnaire. I received 102 responses from my survey, realized it would be hard to analyze statistically and then created a questionnaire. I received 225 responses to my questionnaire over 6 days. About 40-50 of my survey respondents also filled out a copy of the questionnaire.
I used 4 personality scales, so there are 8 extremes altogether, as well as the following 3 factors: age, gender, number of years role-playing. I will now present each factor in terms of how they influence gaming behavior. I will also insert quotes from people who replied to both survey and questionnaire to illustrate what I mean. As you read along, remember that very few people are extremes on the personality scales and that these scales interact with each other.
Introversion - Extraversion
The Introvert: Introverts are people who appear reserved and shy in social situations. They are taxed by interactions and thus prefer to be alone or with a small group of friends. Introverts often hide their real personality in real life and put up a façade for the world. In role-playing, they allow their real identities to be expressed in their characters. Because of this, they often choose the same kinds of character classes or character types to role-play. They would find it hard to role-play characters that are too different from who they really are. They dislike the hack-and-slash aspect of role-playing games, but systems of classes and types appeal to them. They probably tend to drift towards the rogue and mage classes.
IE 1/20: In AD&D I used to play only thieves at the beginning because I wanted my characters to be cunning and not just do the hack and slash thing. Then eventually I had one warrior as well just to see if it could be fun too and finally I stuck with mages. I like the idea of a basically very weak character in physical terms who then has magic to defend him/herself. Especially when they are still at a low level they are a challenge to play because they are so weak.
The Extrovert: Extroverts are people who are energized by social interactions. There are usually many people who they can call friends. In role-playing, extroverts find it easy to role-play characters with very different personalities and experiences. Thus, they do not have a preference for one character class over another. They enjoy the hack-and-slash aspect of role-playing, but they would rather be playing in a system that does not base characters on numbers and fixed classes. The main appeal of RPGs for extroverts is the social aspect. They like the opportunity to be able to interact with other people.
IE: 17/20: I actually try to vary my character types. I try to challenge myself with different roles, as opposed to pigeon-holing one type.
IE 17/20: [On what similarities there are between the character and himself] There usually are none. I try to play a different personality, sense of humor, moods, actions than what I would in real life! That is the fun of role playing.
Sensing - Intuitive
The Sensor: Sensors are people who like to learn through their five senses. They want to be able to feel and touch what they are working on. They are down-to-earth and practical. Sensors find it hard to role-play different kinds of characters. They would probably find it hard to connect and immerse themselves in the role-playing world because it is ungrounded and fantastical. In the sample of 225 people, only 10 people scored below the average. Again, this relates to the other findings of gamers being more open, imaginative etc. Because of this, I feel that sensors would probably not enjoy RPGs which is why so few of them were in the sample.
The Intuitive: Intuitives enjoy thinking about what is possible. They enjoy exercising their imaginations and coming up with creative solutions. Intuitives find it easy to be in the shoes of very different characters. They are attracted to RPGs because it allows them to take different perspectives and they find it to be an intellectual challenge. They prefer RPG sessions to be deep and intense and they add emphasis on character and plot development. In taking these developed perspectives, they are able to learn a lot about themselves and they find that they grow as a person through participating in RPGs. Through their characters, they are able to better understand and resolve some of the problems they have in real life.
SN 18/20: yes, I know I learned a lot because I started playing when I was four years old & and most importantly the importance of all perspectives in life. I saw why it was important to have respect because I may start a fight with a friend or get in trouble with my mother and she may “drop a slug on my head”.
SN 18/20: [On RPG Appeal] The role-playing, the fantasy of taking on a persona, developing a history, learning the character inside and out.
Thinking - Feeling
The Thinker: Thinkers are objective and cool-headed. They often pride themselves on being logical, firm-minded and being fair. They believe in standards and universal laws or rules. Thinkers are somewhat detached from the emotional and subtle aspects of the role-playing game. This is because of their objective analytical nature. In a game setting, they are probably the ones who know all the rules and are able to set things straight when the players are not clear on the rules.
TF 5/20: [On Whether People Learn Anything in RPGs] Not really. A lot of Fantasy stuff has very real historical references though.
TF 6/20: [On Character Empathy] Not really. They are interesting constructs, in the same way that a favorite character from a book or movie would be, but my own emotional state is not tied to them or their fate.
The Feeler: Feelers believe that emotions and personal feelings should be accounted for when making decisions. They are soft-hearted and prefer to find common grounds between opposing ideas so that harmony can be achieved. Feelers are able to immerse themselves in their characters. Feelers build characters who are idealized versions of themselves. Because of this, they often find that they become easily attached to their characters and are able to feel their characters pain and joy. They too are attracted to RPGs because of this perspective power but probably more in the emotional aspects. This intense interplay of emotions and personal interactions allows them to learn about themselves in RPGs. They too find that RPGs help them grow and understand their real life problems. Furthermore, they are able to vent their pent-up emotions through their characters. While both intuitives and feelers learn about themselves, they are probably learning different kinds of things. Feelers learn about their own emotions and resolve problems that are emotionally related. Intuitives are probably less specific in this context, and simply enjoy being in someone elses shoes.
TF 19/20: My characters tend to be what I WISH I was in real life… Each of my characters is a different aspect of myself. I have an assassin character, who is very quiet and forceful. I have an elf character who is the woman of many faces, and beneath her masks is really, really insecure. Each of those characters is very like some things I see within myself.
TF 18/20: So I do have a tendency to empathize with my characters (and other people’s characters as well.) I can usually recognize my tendency to become maudlin during a gaming session and I’ll usually excuse myself to use the restroom or get a snack or drink from the kitchen and take those couple of minutes to calm down a bit (choke back the tears) and return to the table.
Judging - Perceiving
The Judger: Judgers are planners and superb project managers. They like things finalized and set, and are not afraid to make decisions. Judgers are often comfortable with their physical appearance. They are attracted to role-playing because of the logistical aspect. They love the elaborate tables and charts and how the game system is built up. They are less likely to be very attached and emotional with their characters, and they have very little trouble with playing a character with the opposite gender. They usually wait and fill in for a missing character class or skill area in the character creation process.
JP 4/20: I’ve always been attracted to the systems. I know real life isn’t something that can be defined by odds so simple that they can be rolled out on d20s or percentiles, but I’m always fond of the attempts to do so. I’m pretty sure I’m the only idiot attracted to quantification of the universe, though.
The Perceiver: Perceivers are spontaneous. They want to let life live and prefer to leave things flexible and open-ended. They are adaptable and go with the flow. Perceivers usually are less comfortable with their physical appearance and would like to be more physically attractive. In role-playing, they create characters who have the physical traits that they would want in real life. They play RPGs because it lets them escape from mundane reality. They tend to be attached to their characters and empathize with them. Part of this comes from venting their pent-up emotions through their characters.
JP 17/20: [On RPG Appeal] I like the freedom involved… I can do whatever I want, and be whatever I want. To get away from reality every once in a while is a great thing. [On player-character comparison] Physically, I try to make my characters what I hope to look like later in life. They resemble me, but are more muscular, and generally two to four inches taller than I am (I am 6′2″, and I like a 6′4-6″ character). I, admittedly, give my characters more facial hair as both a way to assuage my feelings of inferiority in the facial hair area, and an homage to Kevin Nash and many of my role models (My cousin Matt is one of these).
Age
Age: Young role-players are more likely to feel that their characters are closer to who they really are. They are more likely to prefer one kind of character class or type over others, and often base their characters on their own quirks and motivations. They tend to choose character alignments that are different from their own, perhaps both as an act of safe rebellion and trying out different moral perspectives. Young role-players see the RPG as a way to escape from reality and to be immersed in fantasy. Older role-players are usually less consistent in character choice and prefer not to role-play characters that are based on themselves. They are not as drawn to RPGs because of the escapist and fantastical aspects. Instead, they find that RPGs provide a good atmosphere for socializing.
Age 14: [On RPG Appeal] The ability to escape into another world where I can be whatever or whoever I want. I can relieve everyday stress with becoming someone else who’s stress is not only completely different but interesting. [On player-character comparison] They usually are a lot like me. As I stated above I like quick and intelligent characters. The personality is usually what I always would think of saying or doing but never do in reality. My characters are closer to my real personality than what most people see in my facade.
Age 45: [On Character Choice] No, I have a variety of classes and genre. [On alignment comparison] Oh, yes…in AD&D term I consider myself Chaotic Good and I find it easier to portray my own morality. I put a high price on personal freedom but not to the detriment of others.
Gender
Gender: Men in general have role-played for a longer period of time than women. Women tend to be score closer to the Feeler side of the Feeler/Thinker spectrum and usually find themselves more attached to their characters than men do. Women also tend to enjoy the perspective taking aspect of RPGs more than men do. While men prefer RPG sessions to be fun and light-hearted, women prefer them to be deep and intense. Men are more likely to see dice as an integral part of gaming.
Number of Years Role-Playing
Number of Years Playing RPGs: Beginners, like young role-players, tend to base their characters on themselves and have a character class preference. A beginners character often looks physically similar to the player. As a beginner role-plays for longer, their characters often look less and less like them physically. And as time goes on, players find it easier and easier to play a character of the opposite gender. Moreover, beginners are more attached to their characters than RPG veterans. Also, the escapism appeal tends to decrease for veterans. The appeal probably shifts to other areas.
Years 2: [On character choice] Yes; usually a character to do with knowledge. I think it’s because it’s a personality that I’m most familiar with and approve most of. [On player-character comparison] personality-wise, it basically the same version of myself with a few twists (such as being a witch = knowledge of lore and herbs, being a singer, etc.). Usually I have a high charisma and beauty, which I think leans more towards my “ideal” self.
Years 20: I do not stick to any archetypes, enjoying more the attempt to role-play or act different types of characters. I amplify and expand upon little parts of myself with my characters. [On player-character comparison] Extremely variant … too many different characters with too many different morphologies to be very helpful on this question. [On alignment comparison] Of course I align my characters based on my own personal ethical compass. As these beliefs are so core to myself, I think my ethical structures would be the hardest to go against. I am a good enough role-player that I could “act” in a way contrary to my own ethics and might even be able to do it convincingly. But I would not be comfortable and it would certainly be the exception rather than the rule.
The important thing to realize is that people are not introverted or young in a vacuum. They are introverted, intuitive, feeling, judging, young and male at the same time. All these factors influence each other and the players behavior. Clearly, there are also other factors I did not take into account that would also affect the final outcome.
So, how many kinds of gamers are there? Reality has just upped the ante on us. Psychologists have always tried to tell us that personality is chaotically complicated and that the kind of simple categorizations presented in pop psychology books just dont work. But hey, who listens to real psychologists?
Endnotes:
If this article interested you, I encourage you to read a fuller discussion of the results found at my online presentation. I would also appreciate any feedback, ideas for future studies as well as questions or clarifications through email.
References:
- Abeyata, Suzanne; Forest, James (1991). Relationship of Role-Playing Games to Self-Reported Criminal Behavior. Psychological Reports, December 1991, 69, pp. 1187-1192.
- Carroll, James; Carolin, Paul (1989). Relationship between Game Playing and Personality. Psychological Reports, June 1989, pp. 705-706.
- DeRenard, Lisa; Maink Kline, Linda (1990). Alienation and the Game Dungeons & Dragons. Psychological Reports, 1990, 66, pp. 1219-1222.
- Simon, Armando (1987). Emotional stability Pertaining to the Game of Dungeons & Dragons. Psychology in the Schools, October 1987, p. 329-332.
