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Chapter 2: Literature Review Part 1

RQ1: According to Bartle, what type of players could classify professional

gamers in Bartle's Quotient?

In order to address the effect of Bartle's Quotient on professional players, extended

research was conducted to analyze the behaviors of online gamers.

Bartle Test of Gamer Psychology

Imbuing a rare weapon from a slayed dragon, forming a team of 5 to defeat the enemies’ base town, marrying someone online whom one has never met, and

impersonating another gender for the entire duration of play, these are a few of the

myriad of virtual world that occur in online digital construct known as MMORPGS

(Massively-Multiplayer Online Role-Playing Games) (Woodstock, 2004). As millions

of people flock and bombard the virtual platform due to the ubiquity of high-speed

internet connection and decreased cost of internet, the paradigm of computer gaming

has dramatically shifted from a single player mode into a multiple player arena. As

MMORGPS have dominated a significant percentage of game market, copious

amount of gamers have spent countless hours every week. Therefore, the increasing

prevalence of these environments makes it crucial to analyze the core elements of

MMORGPS- players, and how they interact in these digital constructs.

As the result, the Bartle Test of Gamer Psychology is a series of questions and an

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accompanying scoring formula, developed by Richard Bartle (2009), that classifies

players of multiplayer online games (MMORPGS) into categories based on their

gaming preferences. Designed into an electronic form, the tests were given to over

420,000 gamers in 2008 to analyze gaming behaviors. The methodology employed

was called " Bartle Quotient," which was calculated based on the answers to a series

of 30 random questions, and totaled 200% across all categories, with no single

category exceeding 100%. For example, a person may score "100% Killer, 50%

Socializer, 50% Achiever, 0%. In addition, scores were abbreviated by player type

categories, in order of the quotient. Significant to gaming developers, the Bartle Test

has been used by many gaming companies to categorize player types and directly

target intended audiences to achieve maximum appeal. Furthermore, game developers

also use Bartle test to balance their game settings and power of different classes of

characters (Wei, 2006).

The Four Categories of Players

Achievers (Diamonds) In MMORPGs, Bartle categorized achievers as Diamonds

that would prefer to gain "points," game experience, levels, equipments, ranks, and

other concrete measurements of success. Diamond players invest abundant amount of

time on achieving rewards that confer little or no gameplay benefit. Simply for the

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prestige, achievers also prefer boasting or showing off mighty progress or elite status.

In addition, Diamond players challenge or despise the competition from other

Achievers, and in return seek gratification from Socializers. Reaching top spots at the

scoreboards, these gamers find satisfaction and boost of confidence. In League of

Legend, for example, has a special rank ‘’Challenger” dedicating to these achievers to

differentiate the best from the common players.

Explorers (Spades) Explorers are proclaimed "Spades" by for their tendency to

unearth different mechanics of the game. Preferring to discover new quests or hidden

dungeons, and master tricks of the games, the Explorers are prioritized as much as

Achiever in a massively multi-player environment with other players hovering around

their expertise and wisdom. Explorers are usually neutral or positive other Explorers

with exchange of new information. On the other hand, interaction with Killers is

usually negative, as Killers contradicting their preferences of gaming exploration.

Least of player population, the Explorers serves a significant part of the community as

they are the pioneers of gaming.

Socializers (Hearts) Dubbed as "Hearts," these players enjoy communicating and

interacting with other players in the game. As a social platform, Socializers takes

gaming as a haven to make friends and stay connected with others. Furthermore,

Socializers take full advantage of joining guilds or clans in various online games, and

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create a bond of fast friendships and try to help other people out. However, Bartle

noted that potential hatred between Socializers and Killers could indeed occur.

Killers (Clubs) Bartle categorized hostile players as Killers which are associated with

Clubs. Killers prefer Player V.S Players (PVP), granting gratification in slaying their

opponents. More likely to ignore computer-controlled opponents, Killers like to cause

mayhem in player-controlled units. "Ganking," a popular term used in MMORPGs,

refers a process that Killers take their strong characters to attack inexperienced or

weaker characters without warning. Killers stand at the opposite of Socializers due to

the friendly nature of Socializers as they consider Socializers as inert players who do

not contribute to game play.

Bartle notably stated that each type of player is significantly different in terms of

gaming behaviors and routines. As the result, an individual player would only fall

under one category of players, but can switch between player types at other times.

Validation of Bartle Test

While Bartle‘s Player Types are a well-known model of player categories that

provides important insight to player's motivations and behaviors in gaming, Yee employed his study and intended to validate Bartle‘s 4-Types Player model. Many

similar traits and characterizes were found between the players types which Bartle had

initially proposed. Therefore, based on the feedbacks from the participants, Yee (2007) suggested merging Bartle‘s 4-Types into three categories by classifying

players‘ common motivations and interests.

Achievement Social Immersion

Advancement Progress,

Table 2: Validation of Bartle's Quotient

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Other Classification of Players

According to Puentedura (2008), gamers fall into two types: casual gamers and

hardcore gamers. In terms of purchasing games, casual gamers are likely to purchase

only the highly popular games while hardcore gamers buy and play many games.

Casual gamers enjoy short sessions of gaming as recreational activities to have fun

whereas hardcore gamers spend arduous amount of time on gaming while enjoying

challenge, progression and mastering of the games. Hardcore gamers prefer and

tolerate complex controls of game mechanics as they have absorbed the skills

involved. The significant difference between hardcore and casual players is the life

style of gaming. Hardcore players see gaming as a social component of their lives

while casual gamers merely takes gaming as pure entertainment purposes.

Moreover, Adams (2000) took the idea and define it further with notably proclaimed

Designers Notebook entry "Casual vs. Core" (2000), he categorized gamers as falling

into one of two categories -- the hardcore and the casual. Using the 15 Factor

Classification from his research, Adam's developed the Gamer-Dedication scale to

further solidify his research.

Factor Weighting

1. Play games over many long sessions 10

2. Discuss games with friends/bulletin boards 10

3. Comparative knowledge of the industry 10

4. Much more tolerant of frustration 9

5. Indications of early adoption behaviour 9

6. Desire to modify or extend games in a creative

way

8

7. Technologically savvy 7

8. Have the latest high-end computers/consoles 7

9. Play for the exhilaration of defeating (or

completing) the game

7

10. Hunger for gaming-related information 6

11. Engaged in competition with himself, the

game, and other players

6

12. Willingness to pay 5

13. Prefer games that have depth and complexity 3

14. Time started playing games relative to the age

of the industry

2

15. Prefer violent/action games 1

Table 3:15 Factors of Classification Table

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Figure 1: the Gamer-Dedication Scale

- Ultra casual or non-gamers. A person obtaining a low score from the 15

Factors of Classification belong to a casual gamer or even a non-gamer. "Ultra

casual" gamers have potential for further exploitation as they clearly

demonstrated at least some interest in gaming. As long as the person has some

kind of experience with games or interest in them, the individual can belong in

here.

- Casual. With a higher score than the above category, casual gamers show a

mild response to the 15 Factors. Though casual gamers aren't indifferent about

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gaming, they display a reserved level of interest. They can potential engage in

gaming, but the likelihood of enjoying the games are slim.

- Transitional/moderate. "Moderate" gamers would generally have greater

knowledge and experience of games than the previous categories, but don't

necessarily update with the latest games or information about the industry.

- Hardcore. Consistent scores across all 15 factors, hardcore gamers show a

strong indication and are likely to possess greater gaming-related knowledge

and experience. Furthermore, they will spend considerably more time and

resources on games than the preceding categories.

-Ultra hardcore (obsessive). Even though few gamers fall into this category,

those who do are likely to take the hobby of gaming very seriously, and devote

significant resources to it. This gaming behavior might potentially become a

social problem or likely to cause negative consequences.

Professional Players

In a society of expertise and specialized skills, gaming has transformed from

mere casual enjoyment and self-entertainment to an enormous spring of business and

career opportunities. Professional gaming can be lucrative for top players,

incorporated with high salary earning and entertainment value. One of the world’s

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best StarCraft 2 players, Jang “MC” Min Chul of South Korea, has earned $365,000 playing in StarCraft 2 tournaments, disregarding incomes from sponsors and

game-streaming websites (Groen, 2013). As many players strive to become

professionals in gaming, such occupation has only emerged in the 21st century. While

this path of career may not be as stable, this particular expertise is, undoubtedly,

considered a profession in the concurrent society. However, in order to identity what

makes a profession a 'profession', studies of professionalization involve consideration

of both the characteristics of profession and the process by which these characteristics

are attained. Numerous scholars have conducted research to define and re-examine the

idea of profession. According to McGongie's Attribute Model (2006), criteria are

developed first to define the standards of the profession. Until all the criteria are met,

which its services are for the public good, can an occupation become a profession. On

the other hand, the Process Model employs a sequence of events to define a

profession with a five stage process in which each stage has seamless reciprocals from

the previous stage. The initial stage occurs when the community finds the needs for a

particular occupation to become full-time, followed by the second stage of

establishing training or educational programs with the incorporation of expertise and

knowledge. In the third stage, as a professional association is formed to construct its

professionalism, qualifications are developed and certified to differentiate its services

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from other occupations. The last two stages compose the formation of the code of

ethics and gaining the support of law as the profession engages in political action such

as lobbying for legal protection, reorganization of title and work activities

(McConnell, 2004).

Figure 2: Profession

Furthermore, Roach(1992) defines profession by identifying the specific

qualifications of professionalism as having:

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- To meet formal education and entry requirements

- Autonomy over the terms and conditions of practice

- A code of ethics

- A commitment to service ideals

- A monopoly over a discrete body of knowledge and related skills.

However, many scholars doubt the possibility of any occupation to fit the criteria of

these traits. Therefore, these specific characteristics of professionalism serve as an

umbrella to regulate and define professions.

Operational Definition of a Professional Gamer

As the emergence of professional gamers in the contemporary world, it is

necessary for this research to be conducted in specific qualifications of defining

professional gamers. Some players might be highly involved in the LoL community

that are renowned and active. Others might be professional though they are only

involved part-time that competes in small tournaments or have not been qualified as

the top teams in Taiwan. Therefore for the purpose of the research, we differentiate

the professionals from the others by the following:

- High skilled in designated game with many hours of training

- Having/had an official team with a gaming organization to support the players

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- Main income of individuals comes/came from gaming organizations and sponsors

- Having/had to compete in tournaments in Taiwan or international stage.

Literature Review Part 2

RQ2: What are the motivations of professional gaming for professional players?

To grasp the motivations of professional gamers, we need to first find the

common motivations of gaming itself in order to address the professional aspect.

Motivation of Gaming

Much research has been done to identify the motivations behind playing online

gaming. The motivations and behaviors associated with playing online games could

be an immense indicator to professional players in their expertise.

Learning to Play is a Shared Experience

In the world of MMORPGs, the players learn the game as they play with/without

other gaming backgrounds. Humphreys (2003) describes how EQ is played and

reformed through online gaming. He described the MMORPGS world as having a

wide variety of skills that are sharpened and forged through game quests. While some

skills are acquired in game, some have to be built deliberately, gaining access to much

powerful levels. However, as players encounter harder levels, mere self-taught skills

aren't enough to conquer the game. Therefore, Humphreys(2003), in the process of

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studying EQ, described his experience and spent many days maneuvering his way

around the game. Luckily, another player assisted him with player-created websites of

detailed maps and connections. Humphreys also discovered websites with “guides on

how to play different classes in the game" and "how to beat bosses", and other various

guides. (p. 84). He then proceed to announce that new players learn from others who

are more experienced. In addition, Steinkuehler (2004) conducted an ethnographic

study of Lineage and found that gaming is a shared experience as players distribute

gaming sources with their fellow players, exchange tips, create repositories of

information, and participate in discussion. JellyBean (played by the researcher), was

“coached” by Myrondonia, an experienced player. Not only did the experienced

player know how to play the game (gather treasure, defend oneself, and game

shortcuts) but also know how to socialize with other players, how to conduct oneself,

and other common courtesies within the game. Even though most MMORPGS can be

played individually, true mastery of the game can only be achieved through

collaboratively working with other players and develop bonds to form fellowships

amongst the players (Galarneau, 2005). As the result, learning to play is a shared

experience that formulate knowledge and expertise.

Gaming and Learning

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Online gaming is a great way to motivate and learn to adapt into the real world.

Shaffer (2005) stated that video games provide tremendous opportunities allowing

players to interact in a virtual entity and receive novel experiences from the

newly-created identities and roles. From example of the famous online game Sims

Online, Players can derive real life experiences from intense campaigning, political

stimulated debates, and judicial system restructuring, and many other technical

simulations. Another game, Railroad Tycoon, enacted scenarios with players

grappling with economic and geographic issues similar to those of railroad engineers

in the 1800s. In addition, some online games provide players the availability to make

the connection between concepts learnt in the classroom and incorporation of those

concepts onto the real world applications. In simulation games, players can learn from accessing varieties of vehicles and construction machines. As Shaffer describe it, “...

by creating virtual worlds, games integrate learning and doing”(p. 6). Moreoever,

gaming worlds offer to develop meta-cognitive monitoring skills and discern patterns

in events and uncover hidden relationships (Bonk, 2005). The in-game scenarios can

also foster and stimulate critical thinking and problem solving skills to students as

well as the professionals.

Teamwork in Gaming

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In virtual online gaming, teamwork is of necessity to be able to complete tedious

quests and various skill competitions. When players form in teams, a union has

greater accuracy of an organized raid to defeat a certain boss as compared to a lesser

organized team. Therefore, a player with high leadership skills are seen as treasures

and worth campaigning in order to advance in game, amounted to a kind of social

capital in virtual space that can be utilized for mobilizing resources and asking for

help from other gamers (Jakobsson, 2003). As the result, gaming requires certain

communication skills and leadership ability. Hussain (2007) employed a research on

the effect of multi-player gaming on American soldiers. 45 soldiers participated in

this study and resulted in marvelous discoveries. The study had shown that

multi-player games could aid randomized individuals into an organized team, working

together for a specific goal. In addition, those participated in the online game had

significant improvement in teamwork behaviors who had gone through successive

missions in the game. It was observed that the soldiers learned and executed more

effective strategies and decision-making as they phased throughout the game.

Similarly, another study was conducted to test the effect of 3-D virtual world, Second

Life, on education classes (Ye, 2007.) The game was implemented as a collaborative

and communication tool in the classroom to facilitate interaction between students.

After the simulation, 72% of students reported to experience effectiveness in

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communication and collaboration skills by gaming. As the result, these students had

developed teamwork skills using such game.

Communication Skills

Guilds are defined as “named groups that socialize and play together”

(Nardi ,2006). Guilds vary in scales with large guilds more than 100 members or a

small, handful players, based on geography. Many guilds compose of

highly-motivated players that may be intensively goal-driven whereas some may

display casual mood in gaming. Most guilds have their own chat channels to socialize

with other members to connect with each other and develop bonding. Online game

play, by virtue of its social interactive dimension, can foster organizational skills like

leadership, coordination and communication skills (Freitas, 2006). Therefore, the

success of a victorious operations and missions is heavily dependent on effective team

communication to produce effective task delegation, member recruitment and

mentoring,new strategies, mediation of conflict within teams, or negotiation of

rewards. These communication skills and organizational qualities could all be derived

from online gaming.

Leadership

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In many online games, leadership equalities could be found in many players. For

example, in LoL, 5 players are randomized to form a team to play against another

players of five. Naturally, a player with leadership skills would guide and lead the

team to victory in various strategies and goal-oriented communications. Players are,

then, easily able to differentiate the skills and competency levels of each other, and

thus helpings leaders to make decisions accordingly. Similarly, in MMORPGS,

becoming the leader of a guild involves actual participation and leadership skills of a

real organization, with directing guild events and providing the vision to the guild

members. Skills like managing crisis, handling hostility and negative attitudes,

empowering group members, and encouraging team members are all crucial to online

gaming and real life organizations alike. Since rewards and virtual benefits are greatly

involved in guilds, mediating conflict and maintaining relationships skills determine

the great attributes of a leader. Thus, personal guild dynamics can become an inhibitor

to the guild mission and therefore, maintaining harmony and cohesiveness within the

guild members is a must quality of a great leader (International Business Machines

Corporation, 2007). In addition, displaying professionalism from guild leaders will

allows members to stay focused on the mission objectives instead of getting

allows members to stay focused on the mission objectives instead of getting

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