Game Development Reference
In-Depth Information
Cheat Sheet
Here is the chapter's cheat sheet. Like always, please feel free to use
this as a reference sheet. The terms used in the chapter are defined
here as they relate to game design.
Big Five Personality Traits: Part of a ive-factor model of human
motivation. Openness to experience, conscientiousness,
extraversion, agreeableness, and neuroticism (OCEAN).
Differentiates people by their source of motivation and is
another excellent metric for differentiating our player base.
Focus Groups: An antiquated method of user testing where indi-
viduals would sit around a room and discuss questions about
the product or game as directed by an expert. Subject to all
sorts of psychological biases. Can result in biased data.
Individual Differences Psychology: This is a branch of psychol-
ogy devoted to deriving the differences between individuals
that run constant across all of humanity. Relevance to game
design involves making certain that all manner of people can
be pleased by our games. It also has major implications for
recruiting our testers to ensure you have a truly random sample.
Myers-Briggs Type Indicator: An instrument used to differentiate
people across their attitude, information gathering, problem
solving, and lifestyle preferences. Contains a four-letter indicator
like ENFP or INTJ. An excellent method to differentiate the
preferences of our audiences in a cost-efective and rapid manner.
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