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BrainHex
BrainHex is a neurobiology-based typology of gamer personality. It is formed in the early 2010s, by combining several then commonly used player personality typology. According to BrainHex, a gamer could be classified into these categories, based on their motivation to play video games:Nacke, L. E., Bateman, C., & Mandryk, R. L. (2011, October). BrainHex: preliminary results from a neurobiological gamer typology survey. In ''International conference on entertainment computing'' (pp. 288-293). Springer, Berlin, Heidelberg. *Seekers enjoy exploring a game world. They are likely to enjoy games with rich and expanded worlds full of POIs to discover. *Survivors enjoy experiencing fear within a controlled setting and surviving the terror. They are likely to enjoy horror games. *Daredevils enjoy a thrilling experience that let them behave in risky ways in a virtual world, like driving at high speed in a racing game. *Masterminds enjoy solving puzzles and coming up with complex strategies. *C ...
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Bartle Taxonomy Of Player Types
The Bartle taxonomy of player types is a classification of video game players ( gamers) based on a 1996 paper by Richard Bartle according to their preferred actions within the game. The classification originally described players of multiplayer online games (including MUDs and MMORPGs), though now it also refers to players of single-player video games. The taxonomy is based on a character theory. This character theory consists of four characters: Achievers, Explorers, Socializers, and Killers. These are imagined according to a quadrant model where the X axis represents preference for interacting with other players vs. exploring the world and the Y axis represents preference for interaction vs. unilateral action. A test known as Bartle Test of Gamer Psychology based on Bartle's taxonomy was created in 1999–2000 by Erwin Andreasen and Brandon Downey, containing a series of questions and an accompanying scoring formula. Although the test has met with some criticism for the dich ...
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Neurobiology
Neuroscience is the scientific study of the nervous system (the brain, spinal cord, and peripheral nervous system), its functions and disorders. It is a multidisciplinary science that combines physiology, anatomy, molecular biology, developmental biology, cytology, psychology, physics, computer science, chemistry, medicine, statistics, and mathematical modeling to understand the fundamental and emergent properties of neurons, glia and neural circuits. The understanding of the biological basis of learning, memory, behavior, perception, and consciousness has been described by Eric Kandel as the "epic challenge" of the biological sciences. The scope of neuroscience has broadened over time to include different approaches used to study the nervous system at different scales. The techniques used by neuroscientists have expanded enormously, from molecular and cellular studies of individual neurons to imaging of sensory, motor and cognitive tasks in the brain. History The earliest ...
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Gamer
A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely compete in some games for money, prizes, awards or the mere pleasure of competition and overcoming obstacles. In some countries such as the UK and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. Originally a hobby, it has evolved into a profession for some. In 2021, there were an estimated 3.24 billion gamers across the globe. Etymology The term ''gamer'' originally meant ''gambler'', and has been in use since at least 1422, when t ...
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Personality
Personality is the characteristic sets of behaviors, cognitions, and emotional patterns that are formed from biological and environmental factors, and which change over time. While there is no generally agreed-upon definition of personality, most theories focus on motivation and psychological interactions with the environment one is surrounded by. Trait-based personality theories, such as those defined by Raymond Cattell, define personality as traits that predict an individual's behavior. On the other hand, more behaviorally-based approaches define personality through learning and habits. Nevertheless, most theories view personality as relatively stable. The study of the psychology of personality, called personality psychology, attempts to explain the tendencies that underlie differences in behavior. Psychologists have taken many different approaches to the study of personality, including biological, cognitive, learning, and trait-based theories, as well as psychodynamic, and hum ...
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Horror Games
A horror game is a video game genre centered on horror fiction and typically designed to scare the player. Unlike most other video game genres, which are classified by their gameplay, horror games are nearly always based on narrative or visual presentation, and use a variety of gameplay types. Sub-genres Historically, the classification of video games into genres ignores the narrative themes, which would include science fiction or fantasy games, instead preferring systems based on the style of gameplay or at times, types of game modes or by platform. Horror games is the only narrative-based classification that has generally not followed this pattern, with the narrative genre label used broadly for games designed to scare players. This broad association to the narrative theme of horror games leads to the lack of well-defined subgenres of horror games. Many gameplay-defined genres have numerous games with horror themes, notably the ''Castlevania'' platform game series uses monsters ...
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Racing Game
Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic racing simulations and more fantastical arcade-style racing games. Kart racing games emerged in the 1990s as a popular sub-genre of the latter. Racing games may also fall under the category of sports video games A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with a game, including team sports, track and field, extreme sports, and combat sports. Some games emphasize actually playing the sport (s .... Sub-genres Arcade-style racing Arcade game, Arcade-style racing games put fun and a fast-paced experience above all else, as cars usually compete in unique ways. A key feature of arcade-style racers that specifically distinguishes them from simulation racers is their far more liber ...
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Game AI
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes is ...
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Video Game Culture
Video game culture is a worldwide new media subculture formed by video gamers. As video games have exponentially increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games. Many people who play video games identify as gamers, which can mean anything from someone who enjoys games to someone passionate about it. As video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Playing video games can both be entertainment as well as competition, as the trend known as electronic sports has become more widely accepted. Definition Video game culture is broadly considered a description of the subculture of those who play video games. This not only includes gamers, players that frequently dedicate time and effort to playing video games, but also those players that participate less frequently ...
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