Since the dawn of MMORPG, it has been a perennial problem for couples to enjoy each other's company. Before, one only has to compete with a partner's family or friends when it comes to spending time. Now, gaming time has been included into the mix and has caused more problems than anyone outside the gaming life could ever imagine.
Before I proceed, I have to admit that I honestly do not know why I suddenly have this idea of telling you people how to enjoy gaming and the company of your girlfriend/boyfriend or wife/husband when I myself have lost my girlfriend to some guy he met through playing an online game. But fret not, for I will also give you the pros and cons of such a set-up.
Let's continue.
There was once a saying that went "DotA: Breaking Relationships" (Defense of The Ancients is one of the popular games in the local gaming scene since its release in the market) because most guys would forget picking up their girlfriends after school or always being late for a date whenever they are completely engrossed into playing. Fortunately, some brilliant guys figured they can just teach their girlfriends how to play the game and turn their former solely gaming life into a dual-purpose activity: personal recreation and a date.
I have dug up a video on how guys can turn their girlfriends into gamers but the tips enumerated herein are also applicable to girls who want to make gamers out of their men:
Now, for the pros:
1. You are now united in a single "world".
2. You get to spend time with each other by playing together, either by having him/her beside you (game consoles) or in each other's house (online gaming).
3. You get to know each other.
4. You have fun together.
The cons:
1. Like my story, there is a risk of having him/her be flirted with by a random online person. This won't be a problem if he/she is loyal to you. Otherwise, note that you have been warned.
2. There is a possibility for either one of you to be completely focused on individual gaming. Remember that it is still a "partner activity". It wouldn't hurt your score or EXP if you talk to each other while playing.
People in a relationship are supposed to bridge the gap to help each other grow and learn. They should lessen the division and distinction between "his activities" and "her activities". Instead, create an atmosphere that will make both of them feel that they can simply crash into whatever you're doing because they want to know and understand why you're having so much fun with it.
And gaming is no exception.
Showing posts with label bartle test of gamer psychology. Show all posts
Showing posts with label bartle test of gamer psychology. Show all posts
April 30, 2009
February 14, 2009
Gamer DNA
I was looking for a new thread to post at while exploring theE-Games Forum, and I ended up in this topic. It is about the MMORPG Psychological Test, specifically the Bartle Test.
The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games (including MUDs and MMORPGs) into categories based on their gaming preferences. The test is based on the research of Richard Bartle and was organized into its first electronic form by Erwin Andreasen. Although the test has met with some criticism for the dichotomous nature of its question-asking methodology, the test has been taken by a large number of computer game players. As of September 2008, the test had been taken by over 500,000 game players.
The result of the Bartle Test is the "Bartle Quotient," which is calculated based on the answers to a series of 30 random questions in the test, and totals 200% across all categories, with no single category exceeding 100%. For example, a person may score "100% Killer, 50% Socializer, 50% Achiever, 0% Explorer," which indicates a player who prefers fighting other players relative to any other area of interest. Scores are typically abbreviated by the first letter of each category, in order of the quotient. In the previous example, this result would be described as a "KSAE" result. (Taken from the E-Games Forum topic)
Here's the result I got:

The Socializer motto: "No friend undiscovered!"
Description:
Another point here is that I couldn't care less about spending hours and hours just leaving my character in a town as I, again, talk with people I know. For me, its the gamers I meet that make me want to continue playing the game, no matter how lousy it might be.
The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games (including MUDs and MMORPGs) into categories based on their gaming preferences. The test is based on the research of Richard Bartle and was organized into its first electronic form by Erwin Andreasen. Although the test has met with some criticism for the dichotomous nature of its question-asking methodology, the test has been taken by a large number of computer game players. As of September 2008, the test had been taken by over 500,000 game players.
The result of the Bartle Test is the "Bartle Quotient," which is calculated based on the answers to a series of 30 random questions in the test, and totals 200% across all categories, with no single category exceeding 100%. For example, a person may score "100% Killer, 50% Socializer, 50% Achiever, 0% Explorer," which indicates a player who prefers fighting other players relative to any other area of interest. Scores are typically abbreviated by the first letter of each category, in order of the quotient. In the previous example, this result would be described as a "KSAE" result. (Taken from the E-Games Forum topic)
Here's the result I got:
The Socializer motto: "No friend undiscovered!"
Description:
It's not what you do, but who you know, how you are known and who loves you. People with high Socializer scores enjoy interacting with other people, forming bonds and finding cooperative solutions to the challenges within the virtual world.
Secondary influences- Socializer Killers loyally love and fiercely hate. Groups an SK bonds with in game are often deemed heroic, while the opposition is reviled. SKs appreciate teamwork and cooperation in PvP. They may become vicious predators while enjoying the thrill of hunt within in a pack, but they are not likely to seek out targets by themselves. They enjoy forming groups and alliances that will pit themselves against other players--and they gain the most satisfaction when they defeat organized groups of other players.
- Socializer Explorers love the the 'total experience' of a virtual world--meeting new people and finding the unique places. They don't care much for PVP or leveling, but meeting up with online friends to see new parts of the world is considered fun and exciting. SEs make great group members, because they often know everything there is to know about a game and are enjoy sharing that knowledge freely.
- Socializer Achievers value reputation. They want to be known and appreciated for what they accomplish bother for themselves and their group. If city or base building are available in a game, they enjoy creating these and inviting other people to come and see. SAs enjoy the increased social status that comes with defeating a powerful foe or finding a unique treasure more than the act of gaining or possessing the achievement itself. SAs endeavor to be associated with leaders and teams that are renown for great deeds, often finding as much satisfaction in the success of the group as with oneself.
Another point here is that I couldn't care less about spending hours and hours just leaving my character in a town as I, again, talk with people I know. For me, its the gamers I meet that make me want to continue playing the game, no matter how lousy it might be.
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