For extraversion, there was a significant overall effect of genre
(F(5,374)=3.297, p<.01), with party, music and casual games
significantly positively related to extraversion scores (β=0.208,
p<.001), and role-playing games, MMORPGs, action role-playing
games, turn-based strategy and real-time strategy games
marginally negatively related to extraversion scores (β= - 0.088,
p<0.1).
Conscientiousness showed a significant overall effect of genre
(F(5,375)=2.480, p<.05), with sport, racing, flight simulation,
simulation and fighting games significantly positively related to
conscientiousness scores (β=0.194, p<.001).
A significant overall effect of genre was also seen with openness
to experience (F(5,375)=2.333, p<.05), with action adventure and
platformer games significantly positively related to openness to
experience scores (β=0.139, p<.02).
The results show that people who enjoy casual, music and party
games tend to be more extraverted and that people who enjoy
role-playing games, MMORPGs, action role-playing games, turnbased
strategy and real-time strategy games tend to be less
extraverted. Additionally, people who like sport, racing, flight
simulation, simulation and fighting games tend to be more
conscientious. Finally, people who like action adventure and
platform games tend to be more open to experience.
4.1 Discussion
The major contribution of this study is the identification of
statistically significant relationships between personality traits (as
defined by the 5 factor model of personality) and preference for
particular game genres. Highly extraverted people are social,
outgoing and energetic, and hence, it is unsurprising to note that
these people are more attracted to casual, music and party games.
These game genres require higher levels of social interaction and
movement, which could be expected to attract more extraverted
people.
On the other hand, MMORPG, role-playing games, action roleplaying
games, turn-based strategy and real-time strategy games
are primarily of a strategic nature and do not require physical
exertion for game play. Although some games in these genres
allow for or require the formation of relationships and thus, there
can be a social online atmosphere associated with game play, the
interaction is of a virtual nature and arguably less than that
involved in music, party and casual games. Moreover, oftentimes
these games involve mainly solo play. Thus, it make sense that
extraversion was found to be negatively related with games in
these categories.
Sport, racing, flight simulation, simulation and fighting games are
largely task and goal-orientated and require the player to complete
ongoing events, such as races, fights and sporting competitions,
for game progression. Similarly, simulation games are often very
task-focused. Conscientiousness, of which task orientation is an
associated trait, was significantly linked to these particular game
genres. It seems reasonable to conclude that it is these largely task
based aspects of these games that draw more conscientious people
to them.
Finally, action adventure and platform games require exploration
and player quests. Openness to experience was positively
correlated with this type of game play, which seems likely to
reflect the inquisitive and exploratory nature of people high in this
trait.
Interestingly, no relationship was found between
conscientiousness and puzzle or educational games. It seems
feasible that people high in conscientious would be attracted to
the somewhat task based nature of these games. Future research
will be needed to further explore the possibility of this link. It
should be noted that the sample in the current study consisted
largely of students enrolled in a video game studies unit, and
hence, the findings may not be applicable to a broader sample.