personality is linked to gaming behaviors.
Fetchenhauer and Huang (2004) indicate that the
justice sensitivity could be used to predict decisions
in a number of games using theoretical paradigms
(dictator games, ultimatum games, and a
combination of these two games). Douse and
McManus (1993) suggest that players of a fantasy
Play-By-Mail game were less feminine, less
androgynous, and more introverted than matched
controls. The fantasy game players showed lower
scores on the scale of empathic concern, and were
more likely to describe themselves as “scientific,”
and to include “playing with computers” and
“reading” among their leisure interests than players
in the control group. In a more recent study, Whang
and Chang (2004) explored the lifestyles of online
game players. Based on an online survey, they
classify lifestyles of game players into three groups:
single-oriented players, community-oriented players,
and off-real world players. Players in each group
display distinct differences in their values and game
activities, as well as in their anti-social behavior
tendencies. This study further suggests that
differences in game players’ lifestyles reflect not
only their personality but also their socio-economic
status within the virtual world constructed through
game activities.
Bateman and Boon (2006) applied to Myers-
Briggs Type Indicator (Briggs, 1989) to games and
conducted a survey to investigate game player types.
The survey had two components: a 32-question
Myers-Briggs personality test and a short
questionnaire to determine elements such as game
purchasing and playing habits. About four hundred
participants took part in the study. Based on cluster
analysis results, Bateman and Boon (2006) identified
the following four play styles:
Type 1 Conqueror play involves winning and
beating the game.
Type 2 Manager play revolves around a strategic or
tactical challenges.
Type 3 Wanderer play in which players search for a
fun experience.
Type 4 Participant play.
Within each of these four types, players were further
categorized into two subtypes: hardcore and casual
players.
Bartle (2009) recognizes four types of game
players who play games in the virtual world: 1)
Achievers like acting on the virtual world. Their aim
is usually to succeed in the context of the virtual
world. 2) Explorers like interacting with the virtual
world. They act in order to find out things about the
virtual world and how it works. 3) Socialisers like
interacting with other players. They like talking,
being part of a group, and helping others. 4) Killers
like acting on other players. Sometimes, this is to
gain a big bad reputation, but other times it’s to gain
a big good reputation.
More recently, Fang and Zhao (2009) find: 1)
Sensation seeking has a significant and positive
effect on enjoyment of computer game play through
enhanced engagement during game play for action/
adventure/shooting/fighting, role playing, and
sport/racing games. 2) Sensation seeking has a
significant and positive effect on enjoyment of
computer game play through enhanced cognition
values for family entertainment/simulation games. 3)
Self-forgetfulness has a significant and positive
effect on enjoyment of computer game play through
enhanced engagement during game play for role
playing games.
Despite some of the groundbreaking work in
prior studies, few research has systematically
examined what role player’s personality plays in
choosing games to play. This paper reports the first
attempt to address this research question.
2.2 The Big-five Personality Mode
Personality can be defined as a stable set of
tendencies and characteristics that determine the
commonalities and differences in people’s
psychological behavior (thoughts, feelings and
actions) that have continuity in time. Personality is
one of the most elusive areas of psychology, difficult
to understand, and difficult to test. Nevertheless,
psychologists have developed several theories to
explain personality based on two principles: core of
personality and periphery of personality. Core of
personality addresses the inherent attributes of
human beings which do not change over the course
of living. They are used to explain the similarities
among people. Periphery of personality, on the other
hand, focuses on learned attributes. It helps to
identify the differences among people.
Over the years, the big five-factor personality
model (Digman and Takemoto-Chock, 1981;
McCrae and Costa, 1985; Peabody and Goldberg,
1989; Thurstone, 1934; Tupes and Christal, 1961)
has gained acceptance among researchers because it
establishes a common taxonomy (Goldberg, 1990).
It contains the following five dimensions (or traits)
of personality:
• Extraversion: this factor has been the largest. It
contrasts traits such as talkativeness, liveliness,
and outgoingness versus shyness, quietness, and
passivity.