Game Design and the Challenge-Avoiding, Self-Validator Player Type

Game Design and the Challenge-Avoiding, Self-Validator Player Type

Carrie Heeter, Brian Magerko, Ben Medler, Joe Fitzgerald
ISBN13: 9781609605650|ISBN10: 1609605659|EISBN13: 9781609605667
DOI: 10.4018/978-1-60960-565-0.ch004
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MLA

Heeter, Carrie, et al. "Game Design and the Challenge-Avoiding, Self-Validator Player Type." Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications, edited by Richard E. Ferdig, IGI Global, 2011, pp. 49-63. https://doi.org/10.4018/978-1-60960-565-0.ch004

APA

Heeter, C., Magerko, B., Medler, B., & Fitzgerald, J. (2011). Game Design and the Challenge-Avoiding, Self-Validator Player Type. In R. Ferdig (Ed.), Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications (pp. 49-63). IGI Global. https://doi.org/10.4018/978-1-60960-565-0.ch004

Chicago

Heeter, Carrie, et al. "Game Design and the Challenge-Avoiding, Self-Validator Player Type." In Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications, edited by Richard E. Ferdig, 49-63. Hershey, PA: IGI Global, 2011. https://doi.org/10.4018/978-1-60960-565-0.ch004

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Abstract

Achiever and Explorer player types are well known in MMOs and educational games. Players who enjoy being a winner, but dislike hard challenges (“Self-Validators”) are a heretofore ignored but commonly occurring player type. Self-Validators worry about and are distressed by failing. They can simply avoid playing overly difficult games for entertainment. But in a required learning game, Self-Validators’ excessive worry about failing can interfere with learning. The authors consider whether and how eight very different modern games accommodate Explorers, Achievers, and Self-Validators and discuss implications for entertainment and learning game design and research. Seven of eight diverse games analyzed primarily served either the Explorer or Achiever player type. Self-Validators were partially accommodated in some Achiever-oriented games, through user-selectable difficulty. Design with all three types in mind would encourage inclusion of features that enable players to optimize their preferred style of play.

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