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ISBN: 978-981-14-2908-8
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Understanding Games and Gamers
ISBN: 978-981-14-2908-8
All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by
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written permission of the publisher, except in the case of brief quotations embodied in critical reviews and
certain other non-commercial uses permitted by copyright law.
ISBN: 978-981-14-2908-8
Copyright © 2019 SOOS OIO LLP
https://soos-oio.com/
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Understanding Games and Gamers
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Table of Contents
Table of Contents ............................................................................................................................... 3
Reviews ............................................................................................................................................... 4
Preface ................................................................................................................................................ 5
Introduction ........................................................................................................................................ 6
Understanding Games....................................................................................................................... 7
Video Game Platforms ..................................................................................................................... 7
Key Elements of a Game.................................................................................................................. 8
The Flow ...................................................................................................................................... 10
Game Genre ................................................................................................................................... 11
Understanding Gamers: Player Types Models............................................................................. 13
Bartle Taxonomy of Player Types .................................................................................................. 13
DGD1 Player Types ........................................................................................................................ 15
DGD1 Type 1: Conqueror ........................................................................................................... 16
DGD1 Type 2: Manager .............................................................................................................. 17
DGD1 TYPE 3: Wanderer ........................................................................................................... 18
TYPE 4: Participant ..................................................................................................................... 19
Game Addiction................................................................................................................................ 20
Pre-disposition to Addiction ............................................................................................................ 21
Introversion – A Common Trait Among Gamers ........................................................................ 21
High Engagement versus Addiction ............................................................................................... 22
Reaching Out to Gamers ................................................................................................................. 23
Conclusion ........................................................................................................................................ 23
References ........................................................................................................................................ 24
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Reviews
This booklet is a good guide for anyone to understand why some games appeal to some gamers, more than
others. It can also inform us on what types of games, online or otherwise, can be suitably introduced to young
people. At the end of the day, games are meant to be fun. This guide can be useful for parents and adults who
wish to play a part in helping young people play safely and learn from games in the way they best learn.
When I first heard Pauline Phoon give a presentation on a panel on gaming and gamers, and how she found
creative ways to engage with “lone gamers”, I determined to meet up with her to understand her drive and
passion for gamers and the impact of gaming on our children and youth! We struck off a friendship almost
immediately!
I have been involved in the field of addictions since the late 1970s and more intensely for 21 years as the
former Executive Director of Teen Challenge (Singapore), working with individuals recovering from various
substance addictions as well as behavioural addictions. While I have studied the psychological and global
impact of technology on the brain and behaviour and also worked with children and youth involved with heavy
internet and gaming engagement, I am not a gamer myself nor have I worked with or counselled an “addicted”
gamer. So, this booklet is an amazing resource for me in my practice.
This booklet will give a basis and framework of understanding to youth workers, religious leaders, teachers,
and parents who have struggled with the millennial generation and also young millennial parents who may be
struggling with Gen Z to have a working understanding of the psychology behind game creation and with the
accompanying Games and Gamer Chart – to understand the possible personality types that their children and
youth may be inclined towards! What stood out for me was the topic on introversion and how game designers
tend to target introverts as well as the differentiation between high engagement and addiction. It gives a simple
description but sufficient to put the reader in the correct direction for further exploration and research.
I highly recommend this unique and special booklet as an empowering tool for gamers themselves to be
“informed” users and as useful information for parents, teachers and professionals to have a basic introduction
about games and gamers!
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Preface
The first video game I ever played was PacMan on my cousin’s Macintosh as a clueless small kid. My much
older cousin had to hold my tiny hands to help me with the control. That was fun and I played quite a number
of games until I was not as fun as playing it himself! As a teenager, I was an arcade games junkie but
interestingly I did not transit to other forms of gaming. Games have gone through much evolution. I personally
took quite a bit of time to understand video games again when esports became the up and coming thing. The
sheer quantity and variety of games available in the market is rather overwhelming for me being out of touch
for a while.
Instead of trying to make sense out of the sea of games available, understanding some basic principles and
theories of game design provided a framework for me. Through this, I have a macro view and structure to
navigate through games. Yet, I am fully aware that each game title, especially the established ones, has
created their own game world that has its unique culture within the gamers.
This booklet started out as my own personal notes in my research and reading. It eventually became a
reference point for some of our programme design for gamers. It took a while to make the decision to get this
organized, edited, designed and distributed. The objective of sharing this is in hope that it can help someone,
especially parents, teachers and adults who are dear to the gamers, to understand games and gamers a little
better. I consider this my first step into understanding games and gamers as I am still constantly learning new
things in my interaction with them. This process has been interesting and enriching for me and I hope it will be
the same for you.
In my wildest dreams I never expect to publish a booklet about games and gamers. All glory to Jesus Christ
my Lord!
Pauline Phoon
I am really passionate about video games and played my first video game Ladder Man on MS-DOS at the age
of three. With all the video game consoles available to me, I managed to complete at least three hundred game
titles up till now. My interest in games got me to try anything that relates to it, such as achieving a diploma in
game development, participating in focus-group game testing, playing competitively as a gamer and currently
coaching teams as an esports coach. With my experience in games and knowledge in game design, it is almost
second nature to understand how each game works and why it can be fun to various players.
After explaining to many non-gamers about games and how each gamer can be so different, I realised that I
could use my knowledge and experience in games to help non-gamers understand games and gamers better
by defining what a game is and its core components. This way, I can quickly identify the key characteristic of
each game.
Initially, I was explaining each game title verbally and realised that it was not effective in sharing how games
worked. That was when the decision to have a booklet with consolidated information came about. With this
booklet, it acts as a cheat sheet for anyone who wishes to understand games and gamers. There are still many
games that I have not experienced, and I look forward to breaking them down. It has been fun and challenging
for me to encounter games and I hope that you would have the same experience.
Ruth Lim
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Introduction
Games have always been a part of life. Some of us grew up with five stones, hopscotch, and board games in
Singapore, and many other games have provided entertainment and fun for young and old. With the
advancement of technology, digital and more complex games have been created over time. We now have
thousands of games available to us through our electronic devices. Games are here to stay and will continue
to grow with cutting-edge technology.
While gamers are typically excited about new developments in gaming, there is often a gap between gamers
and non-gamers, including many parents. It is common to hear parents lament about why their child is
spending so much time gaming, and not focusing on other aspects of life. Many gamers who do not know how
to explain their passion for gaming to others become resigned to feeling like non-gamers would never
understand. In this little booklet, we hope to bridge this gap.
Firstly, this booklet seeks to explain why games are so attractive, which is inherent in their design. Just like
how the chemical makeup of heroin makes it a highly addictive drug, the makeup of a game is key to its draw.
Heroin, also known as diamorphine, is administered in the hospitals and yet patients do not become drug
addicts when discharged. Even though the chemical makeup of heroin is a cause, yet we understand that not
everyone has the same tolerance to the drug due to other psychosocial factors. This is the same for games
too. To understand gamers, we need to understand games.
Game design uses applied psychology – similarly used in the creation of many products and services, such
as fashion, advertising, and consumer goods – to create games for targeted audiences and to keep players
interested and engaged in those games. Through understanding the effect of game design on different
personality types, players can develop greater awareness and thus better control over their decisions and
actions during a game play.
For easy reference, a chart titled “Game Titles and Gamer Types” (in a separate PDF document) has been
put together to organize and summarize the discussion in this booklet to a cheat sheet according to the popular
game titles that are available in the market now. Due to the plethora of game titles available in the market,
along with the high frequency of new releases, we are only able to capture popular game titles in the chart.
Secondly, we will compare the commonly known personality types as put forth by Myers-Briggs Type Indicator
(MBTI) and Keirsey Temperaments1, with popular gamer types models Bartle Taxonomy of Player Types and
DGD1 Player Types, for a better understanding of gamers.
We hope that the information, theories and models presented in this booklet will provide a simple framework
to understand games and gamers.
1We will not go into details of these personality types in this booklet. You can read more about them at
https://www.myersbriggs.org/my-mbti-personality-type/mbti-basics/home.htm?bhcp=1 and https://www.keirsey.com.
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Understanding Games
[Side note: console games are generally not as popular in Asia as compared to United States or Europe due
to reasons like higher cost and fewer variety of games compared to PC games. In Singapore, a majority of
gamers also play PC and mobile.]
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The PC is one of the main platforms used by Singaporean gamers for the following reasons:
1. Price - The prices of PC games are kept competitive because of digital distribution through platforms
like Steam and Origin. Steam, who is both a game publisher and developer, is popular with gamers.
Steam has a unique feature of trading in-game collectable items for games or credits. These credits
can be used to purchase games.
2. Selection – PC’s affordances to play graphics-intensive games and wide variety of controls enables
console games to be available on PC. PC-versions of mobile games and emulators allow mobile
games to be played on the PC and some games allow gamers to play across platforms. Other than
keyboard and mouse, gamers can connect game controllers such as the PlayStation or Xbox
controllers and even arcade joystick and buttons (coined as “fight stick”) to play their games on the
PC.
Mobile
The mobile penetration rate in Singapore as of May 2019 is 154.1%.2 This means than each Singaporean on
the average owns about 1.5 mobile phones. With such high penetration rate, mobile games are accessible to
almost every Singaporean. Mobile games generally have shorter game plays, which lower the barrier of entry
for most mobile users. Mobile games are popular for users to pass time while on the go. It is a common scene
to see both young and old playing mobile games to pass the time or while commuting in Singapore.
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1. Goal refers to the main objective of the game. It could be the condition for victory or the “dream” in a game.
These goals provide intrinsic and extrinsic rewards to the players, such as knowledge and bragging rights, and
keeping the players motivated and “hooked” to the game. As complex as some games seem, they all have a
goal. Below is a table that shows how games in the same genre have similar goals.
2. Side Quests are secondary goals that are optional and do not contribute to the achievement of the game
goal. Sometimes, these side quests are self-created by players in order to increase the challenge in the game,
or to differentiate themselves from the other players.
3. Rules define the dos and don’ts in the game. They determine what actions are allowed or not allowed,
presents the challenges, and provide meaning to the activities and events in the game. For example, in the
popular game Pokémon Go, one of the rules is that a player cannot catch pokémons of other players. This
means that a player must find his/her own wild pokémons and train them making the game more challenging.
Familiarising oneself with the rules of the game helps the player gauge the difficulty of the game and identify
potential challenges. Some examples of game rules are:
• Pawns cannot move backwards in Chess
• Players take damage over time by staying outside the blue circle of the map in PUBG
• Outer structures have to be destroyed before destroying the main structure in MOBA
4. Resource is a priority that players seek to obtain in every game. Anything in a game that affects the
character’s attributes or its progression in the game is considered a resource. They can be items available in
the game that are made valuable due to their scarcity and utility, as they usually helps the player achieve their
goals. Examples of in-game items are first-aid kits, weapons, ammunition, and key items needed to access
certain restricted places in the game map. A resource can also be a place in the game, e.g. a fountain that
heals the players over a period of time.
For example, the first-aid kit in many games has a special significance to players due to its ability to provide
health. This rule makes the first-aid kit a resource to players. It is also not common to find first-aid kits in most
games with restrictions on the number of first-aid kits a player can carry. This further increases the value of
the first-aid kit as a resource.
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The Flow
Games are designed to bring players into the state of ‘flow’, or more commonly known as being ‘in the zone’.
Psychologist Mihály Csíkszentmihályi named the concept of ‘flow’ in 1975 although it is a concept that has
been known for thousands of years. 3 Psychology defines ‘flow’ as a person’s mental state when he or she is
fully immersed in a feeling of energized focus, full involvement, and enjoyment in an activity. ‘Flow’ happens
when a person is completely engrossed in what he or she is doing, losing track of time and awareness of their
surroundings. ‘Flow’ does not apply only to gamers, but any person engaged in a task. Readers can be similarly
engrossed in their book that they get lost in time; parents are likewise familiar with scenarios where children
become lost in watching shows and do not respond to calls for dinner.
So how does games design draw gamers into the ‘flow’ when playing? It is a delicate balance between the
skill of the player and the challenge of the game. When the challenge of the game is beyond the skill of the
player, the player is not able to play the game well, inhibiting the process of getting into the ‘flow’. When the
challenge of the game is too simple for a skillful player, the player loses interest and ‘flow’ is lost. The level of
challenge of a game increases as the player gains more skill as well, and this keeps a player within the ‘flow’,
rendering it hard for a player to stop the game. To keep players in the game, most games are designed to offer
small rewards over small amount of time, and in high frequency, to keep the ‘flow’ going.
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Game Genre
There are many video games available in the market, whether on PC, console or mobile platforms. They are
classified into different game genres and sub-genres, presented in the table below. There are also instances
where different genres are combined. As new games develop, the lines between genres can be blurred as
game designers merge genres to increase games’ attractiveness to players. For a more complete list of game
titles and genre, please refer to the “Games and Gamers Chart”.
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Player Type Models are used in the design of games to understand different targeted audiences for successful
game creation. The more players a game attracts and the longer hours and resources spent in a game, the
more successful a game is. It is therefore paramount for game developers to understand the psychology of
the different type of players. For those who wish to understand the world of gaming, an understanding of
different player types provides a glimpse into the effect of games on different players, and in turn, enables us
to promote the benefits of games while preventing or countering their negative effects.
The two established gamer type models used in game design are: Bartle Taxonomy of Player Types and
DGD1 Player Types. Bartle is the most established model, being the first and most frequently referred to as
a generic and basic framework for game design, even though Bartle acknowledged the limitations of his model
as based only on MUD 4 players. DGD1 Player Types is a more comprehensive and recent model. We will
briefly discuss Bartle’s four player types, while going in a little more in depth with DGD1 Player Types, as the
latter has more relevance to us for the increasing complexity and variety of game types today.
4A MUD (/mʌd/; originally Multi-User Dungeon, with later variants Multi-User Dimension and Multi-User Domain) is a
multiplayer real-time virtual world, usually text-based. MUDs combine elements of role-playing games, hack and slash,
player versus player, interactive fiction, and onli ne chat. – Wikipedia
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Table 1: Bartle Taxonomy of Player Types with The Four Keirsey Temperaments and Linda Beren’s
Temperament Theory
SOCIALIZERS KILLERS
Socializers are more interested in other players than the Killers are aggressive players who enjoy provoking other
game itself. They relate and empathize with other players. players in the game. They enjoy hitting people with the
They like to be involved in community aspect of the game, “clubs”. They are very skillful and brutal opponents to
like managing communities online or role-play that help play with. The killer’s joy is increased with more high
them build relationships with other players through story levels of distress caused. Their adrenaline rush comes
telling. Inter-play relationships are deemed high in priority, when a player is affected by their “killing” and are unable
even observing other players is interesting to socializers. to retaliate. Trolls, hackers, cheaters, and attention
farmers belong to this category of players.
Keirsey Type: IDEALIST (Intuition+Feeling) Keirsey Type: ARTISAN (Sensing+Perceiving)
Characteristics: Imaginative, Diplomatic, Emotional Characteristics: Realistic, Tactical, Manipulative,
Pragmatic, Impulsive, Action-
focused, Sensation-Seeking
Beren Archetype: DIPLOMATIC Beren Archetype: TACTICAL
Drawn to: Harmonizing, Imagining, Co-operation Drawn to: Improvisation, Operation, Controlling,
Single Characters
Behavior: Empathy and Morality Behavior: Impulsiveness, Competence
Tolerence: Impressionism Tolerence: Risk, Speed, Variation
EXPLORERS ACHIEVERS
Explorers like to survey the game world’s layout and Achievers love challenges and are competitive. They
details. They enjoy seeking out information. They will look love treasure hunt. The more challenging the goal, the
out for obscure actions in tuck away spots, interesting more satisfaction they feel. Their main goals in game are
features and exposing the game’s internal setup. They gathering points and levelling up. Thus, they are
are the players who know the short-cuts, tricks and motivated by the accumulation of tokens or rewards in
glitches in their never-ending hunt to discover more. completing the challenges in the games.
Keirsey Type: RATIONAL (Intuition+Thinking) Keirsey Type: GUARDIAN (Sensing+Judging)
Characteristics: Innovative, Strategic, Logical, Characteristics: Practical, Logistical, Hierarchical,
Scientific/Technological, Future- Organized, Detailed-Oriented,
Oriented, Result-Focused, Possessive, Process-Focused,
Knowledge-Seeking Security-Seeking
Beren Archetype: STRATEGIC Beren Archetype: LOGISTICAL
Drawn to: Solving, Hypothesizing, Controlling, Multiple Drawn to: Optimization, Planning, Trading
Units, Thinking Ahead Behavior: Caution, Meticulousness
Behavior: Logic, Perfectionism Behavior: Impulsiveness, Competence
Tolerence: Complexity Tolerence: Repetition, Rules, Procedures
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The DGD1 model has four player types namely, Conqueror, Manager, Wanderer and Participant. These
four types are further divided into two sets – Hardcore (subtypes H1, H2, H3 and H4) and Casual (subtypes
C1, C2, C3 and C4). The type determines the KIND of gameplay the gamer prefers while the subtype
describes HOW the gamer plays. Below is a diagram depicting the four player types and the eight subtypes.
The four play types are NOT mutually exclusive, i.e. an individual player can enjoy one or more play types.
The four types are to be seen as a continuum of play and not strict categorization.
H4
5Bart Stewart of Gamasutra did a unification model of Bartle, DGD1, Kiersey and Berens. We find it too complex, with
many questions unanswered, to fully understand and apply and thus we did not adopt the unification model.
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Conquerors usually stop playing the game when they have beaten the game as there is no more challenge.
A game with constant improvement of core characters creating a feeling of rapid advancement will interest
them or get them hooked. Conquerors are willing to go through the grind for the win, exhibiting both patience
and perseverance. Conquerors aim to defeat the games and tend to finish the game they started and thus
goal-oriented.
Skills: Repeatedly go through the same challenge, known as logistical optimisation to increase proficiency
in the game. Strategic thinking is displayed too.
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A Manager will continue playing the game for enjoyment even when the game is mastered or won. They
enjoy the experience of being the master of the game. They might also enjoy trying to beat the game again,
putting their mastery into practice to enjoy the process of play. This is different from Type 1 Conquerors as
they will likely stop playing a game after they beat the game as the initial challenge is absent. Managers
typically enjoy open games, i.e. games with no specific end-point, especially strategy and construction/
management games. Managers are good at handling multiple factors simultaneously, e.g. building an army
out of diverse unit types. Games that are attractive to Managers often have many different elements that
can be employed in different ways, which makes it more common in PC games than console games. Games
that have political and socio-political elements in their plot and setting interest Type 2 Managers.
Skills: Tactical competence, i.e. to think and adapt to situations with strategic thinking.
Jobs Recommendation based on Myers-Briggs: Broker, planner, lawyer, computer programmer, architect
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Type 3 players are also characterized as “Easy Fun”, which is associated with emotions of wonder, awe
and mystery. They enjoy imagination of being in another world or the experience of becoming one with an
abstract play. The sense that everything is falling into place appeals to the Wanderer, especially with their
contribution to the process. They are attracted to the altered state of perception, that is the imagination of
being in another world or being one with an abstract play experience, e.g. Tetris players have similar
experience after long plays. Mini-games and variety are attractive to Type 3.
Jobs Recommendation based on Myers-Briggs: Social worker, artiste, therapist, teacher, musician
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TYPE 4: Participant
(Myers-Briggs Feeling and Judging Preferences)
Participants are driven by social and involvement in game play. They enjoy interaction with other
players and also role-play involving characters. Any game that engages the player emotionally attracts
the participant, like those that allow player to affect character like The Sims and multiplayer games. They
generally do not like direct competition.
Note: that there is not much data about this type of player as they are the smallest clutter in the survey. FJ
types of MBTI tend to do the right thing in the real world, so gaming might have lower priority in their lives
due to the stigma of gaming to many people. Therefore they are the least represented. From the findings,
it seems like H4 and C4 have completely different styles of play.
Game Genre & Examples: No particular game genre but probably RPGs or MMORPG.
Jobs Recommendation based on Myers-Briggs: Retail, marketing, teacher, counselor, journalist, librarian
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Game Addiction
There is no proven antidote to game addiction. Nevertheless, we hope to provide some insights on what might
be the causes of game addiction among the Singapore gamers. These are followed by some practical
suggestions for reaching out to gamers.
It is tempting to attribute the cause of addiction to games themselves. However, research has shown that the
cause of addition is more complex than just the ‘drug’ involved, or in this instance, games. Games are indeed
designed intentionally to attract and hook its target audience, and most gamers do indeed acknowledge the
addictive nature of games. Yet, it is also apparent some gamers become addicted, and a vast majority do not.
While research about the causes of problematic gaming is not conclusive, research does suggest that games
themselves are not the sole determinant of addiction, with “no innate features in modern video games that
cause problematic play.” (Wood et al, 2004). Some researches argue that “problematic gaming is a symptom
rather than a genuine addiction” (Wood, 2004).
The psychologist Bruce Alexander 6 provided an additional dimension of viewing the issue of addiction
(Alexander, 2010). Alexander concludes that the cause of addiction is attributed instead to the increasing
dislocation of individuals caused by the fragmentation of society. Fragmentation is a sociological term that
“refers to the absence or the underdevelopment of connections between the society and the groupings of some
members of that society on the lines of a common culture, nationality, race, language, occupation, religion,
income level, or other common interests.” 7
“Dislocation is the condition of great number of human beings who have been shorn from
their cultures and individual identities by the globalisation of the “free-market society” in
which the needs of the people are subordinated to the imperatives of markets and the
economy. Dislocation afflicts both people who have been physically displaced, such as
economic immigrants and refugees, and people who have remained in place while their
cultures disintegrated around them. Dislocation occurs during boom times as well as
recessions, among the rich as well as the poor, along capitalists as well as workers.
Today, dislocation threatens to become universal, as global free-market society
undermines ever more aspects of social and cultural life everywhere.” - Bruce K.
Alexander from his book “The Globalization of Addiction”
Rapid advancements in technology, along with the various societal, economic and cultural disruptions caused
by that, are a few of the causes of dislocation. Examples include the restructuring of professions and job types
due to the ever-changing affordances of technology, as well as how public discourse and socialisation is being
changed with the prevalence of social media and algorithms that tailor our feeds according to our preferences,
thereby also creating echo chambers and decreasing users’ exposure to diversity. These all contribute to the
deepening fragmentation of society along the lines of different demographics and psycho-social attributes.
It is important to note that social fragmentation and dislocation increases the susceptibility of an individual
towards harmful addiction due to the increase sense of isolation, hopelessness and purposeless.
Fragmentation and dislocation are larger issues beyond what we can address in this booklet. Yet, loneliness
and social isolation can be addressed both on a community or individual level.
6 Here is an animation about Addiction based on Bruce Alexander’s research that summarizes his conclusion about the
cause of addiction https://youtu.be/C8AHODc6phg.
7 https://en.wikipedia.org/wiki/Fragmentation_(sociology)
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Pre-disposition to Addiction
The dislocation that Alexander refers to has been described using a list of words and phrases below that are
associated with many youths in urbanized cities, such as Singapore:
1. Detach 6. Depress
2. Do not Belong 7. Anxious
3. No Identity 8. Pointless
4. No Meaning 9. Misunderstood
5. No Purpose 10. Lonely
Table 2: Words Describing Dislocation
According to Alexander, dislocation forms a pre-disposition for addiction. In other words, youths who
experience dislocation are more susceptible to addiction. Addiction does not only apply to gaming, but it can
be any activity and/or substance. This is in line with Nick Yee’s research finding that “Pre-existing depression
or mood disorders are common among users who develop problematic usage with online games” (Nick Yee,
2006). There are hidden gamers in Singapore who do not leave their rooms unless necessary. 8 There are no
statistics for actual figures but them being no strangers to the gaming communities suggests they are common
enough to not be a misnomer.
“Problem gamers had elevated scores on measures of anxiety and depression and lower scores on satisfaction
with life” (Mentzoni et al., 2011). The game world as an escape from the real world is similar to how avid
readers love escaping into the world of books. The game world fills up the vacuum they have within due to
dislocation. Without offering a solution to the dislocation they are experiencing, it is almost cruel to take their
“panacea” away. It is no wonder research concluded, “A lack of capacity and/or motivation to inhibit excessive
behavior could be a characteristic shared between behavioral addictions and substance dependence” (Daria
Kuss et al., 2012).
Setting boundaries for a child in gaming is needed and must be done. The solution to problematic gaming
goes beyond this and requires deeper understanding of the child. Deeper psychosocial needs of a child needs
to be addressed to help a child gain strength to be on top of the games they play rather than being controlled
by the games.
TeleTrip 9 is an offline gaming event that addresses the dislocation many gamers experience. It sounds
counter-intuitive to gather gamers to play games for a whole day, or even days (if it is an overseas trip), as a
possible solution. However, we have witnessed detached gamers find positive attachment to TeleTrip and
friends involved in the experience, as well as develop a sense of belonging, community, and happy smiles at
the end of it. Even so, we recognize that communities can only do so much in bridging the gap of dislocation.
Other social and community groups in family, school, and peer contexts, as well as other societal factors, play
an important role in minimizing the effects of dislocation.
Introverts, being the majority of gamers, are often the primary target audience of game design. This means
that most games are designed to allow gamers to spend long hours playing on their own. These are not limited
to single player games as most games, even team-based games, allow players to join as individuals to either
8 This physical isolation is a reflection of deeper issues than just gaming, which perhaps have some similarities to the
shut-ins in Japan - hikikomori. Perhaps more research can be done for this.
9 More info: http://soos-oio.com/teletrip/
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play with AI (the computer) or be grouped with other players online. Notwithstanding the grouping of gamers
online, introverts can still choose to play with minimal engagement of other players.
From a non-gamer’s point of view, playing games in isolation for days seems akin to being ‘caged’ in. However,
to an introvert gamer who does not have a more engaging alternative in passing the time, games are their
‘happy pill’. If games are their only interest, the only way for them to connect with others is through games.
Further, although introverted gamers enjoy playing solo, there are moments when they need social
connectedness too. However, many gamers are socially awkward, perhaps due to infrequent social contact,
and this can cause a downward spiral where they retreat into their comfortable and solo world of games. It is
important to consider these factors when trying to reach out to an introverted gamer.
The results of this study confirms our philosophy - “Games is not a neutral tool because the use of it needs to
be intentional and managed. Otherwise, it becomes the master.” High engagement is a form of intentional and
managed use of games. This philosophy is what we go by in the designing of our gamers activities.
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Gamers need social connectedness, just like anyone else. To connect with a person, a common ground needs
to be established with genuine love and concern without judgment. The same applies with gamers.
Conclusion
Video games have inextricably woven themselves into the urban experience of many youths, and cannot be
ignored or eliminated. Games are a channel of entertainment and education, and with intentional safeguards,
can provide extensive fun, engagement, and meaningful learning.
Through the broad discussion of games, various models of player types, and addiction in this booklet, we hope
that you have gained a better understanding of games and gamers. These concepts have also guided the
design process of SOOS OIO programmes for gamers. For gamers, this booklet can be useful in providing
points of reflection on their in-game behavior, player type, and in general, information to understand oneself
better. In so doing, gamers can play on their strengths and improve on their weaknesses, not just in games –
but also in life.
There is always more to learn and understand about games, gamers and game addiction. However, we have
found that it is always best to learn directly the world of gaming from interacting with gamers themselves.
Let’s take control over the use of video games and make the best use out of them!
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