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In the world of games, there is no one-size-fits-all. What one person finds fascinating and engaging can be viewed as pointless and boring to another.
The element of fun is subjective. Some players prefer games where they are working as a team with others to reach a common goal. They find the cooperative nature enjoyable. Others thrive on the competition of being pitted against other players.
There are people who find first-person simulation games the most engaging, while some prefer to play from a third-person point of view. Elearning developers are beginning to explore the effect that a player’s psychological make-up has on their experience in a game.
A psychographic profile will show what a person’s personality, values, interests, attitudes, and opinions are.
Making these determinations help game developers fashion their products toward specific profiles.
For example, some players like to take their time as they move through a game, utilizing strategy and analyzing statistics, while others prefer to move quickly, doing what they need to do in order to get through to the end.
Most elearning companies invest a portion of their budget in studying their audience. Psychographic profiles are where they tend to hone in.
The data gathered can tell the elearning developers a lot about the people to whom they are marketing their games.
They are able to find out what is a motivating factor for them, what elements are likely to be more exasperating than fun, and what will keep them engaged until they reach the end.
Because there isn’t yet a standard for psychographic profiles, developers rely heavily on testing their products the old-fashioned way. They give gamers access to the product at each stage in the development process. Testing in this way provides valuable feedback, from start to finish. This constant feedback prevents companies from creating games that could essentially flop.
Keeping players involved throughout the whole procedure is the best way to pinpoint issues and predict the future success of the game.
As these developers continue to dig deeper into the intrinsic motivation of their target audience, the potential for effective learning to happen expands and grows.
As varied as personalities are, no one game will be perfect for everyone. Each player is motivated by their own personal tastes and preferences. The best that elearning developers can do is provide a variety of gaming experiences that appeal to a wide-range of styles and personalities.
The shift to create games based on the psychology of the players is an important step in the right direction.
The impact of looking at players from a psychological viewpoint isn’t only valuable in a classroom or school-based setting. The implications reach into all areas of education, including corporate training.
Understanding the psychographic profiles of employees can give the employer valuable insight into what areas they will succeed, as well as where they may struggle.
Elearning developers are on the right path moving forward. The more they understand about the ones they are seeking to educate, the more effective their products will be.