Games as a tool for studying Human Psychology
Games as a tool for studying Human Psychology
Research Internship Report - 2014
Mentor: Professor Nitin Raje
By: Kunal Sonar (201101049), Anushree Gupta (201101182)
Abstract
The objective of the research is to use mobile games as a tool for the study of human psychology in
a simulated environment, metaphorically similar to real
life situations. The research defines some
particular parameters used and the methodology applied to analyze the reactions and responses of
players to certain specific situations or a generic pattern observed in their interactions with the
simulated environment. We have used existing games with an objective to study the ways in which
they (may or not, directly) use their game concepts as a tool to gauge the players’ actions and
reactions to the various events in the game play. We have also suggested an idea sketch for a
multiplayer networked game with the objective of conducting the aforementioned study,
implementing situations to simulate the parameters that the research will be based on and
collecting data from a group of variety of players, feed it into a database and analyzing the database
to conclude the relevant aspects about the target population and possibly divide them into (disjoint
or intersecting) categories with behavioral similarities.
Introduction
Psychological analysis and study is traditionally undertaken using a host of methods, both
quantitative and qualitative, on a restricted sample of the target population using the following data
collection methods being the primary means of aggregating information from the subjects:
● Archival research
● Case study
● Content analysis
● Surveys, Questionnaires
● Field experiments
● Interviews, Observational studies
A game can be described as a hybrid method, consisting of both quantitative and qualitative
techniques of data collection in the sense that a player is exposed to a dynamic environment and
situations to extract generic responses which can vary widely while at the same time the inferences
from the gameplay are recorded as statistics and analysed as any other mathematical data would
be. By definition, a game is structured
playing
, usually undertaken for
enjoyment
. The following
statements are always true for a game:
● The game has rules about how to play.
● The game has conditions for winning or losing.
● To play the game, you must make decisions.
Games are distinct from
work
, which is usually carried out for
remuneration
, and from
art
, which is
more often an expression of aesthetic or ideological elements, thereby making them perfectly
suitable tools.
Contrasting the aforementioned traditional data collection methods with games, consider a survey
form sent to participants of a research through a mailing list or in a field experiment. At an abstract
level, it will also follow similar rules:
● Survey questions have specific instructions (“rules”) about how to answer them.
● To take a survey, you must make decisions. (Choice models lean heavily on this attribute.)
● Surveys do, in fact, have winning and losing conditions.
If we compare a survey to a game, a participant completing the survey successfully can be mapped
to
winning and the participant being disqualified from the survey, thereby nullifying the time spent
on it, can be mapped to
losing
.
In this context, consider a simple mobile game. The only difference between
playing a game and
taking a survey with respect to this game is defining appropriate rules for how the players are
supposed to make choices, and establish win/loss conditions that motivate players to adhere to the
rules. By observing and measuring player activity, we can extract similar insights from the game
experience as we would have from a survey, only better because games are a much more fun
exercise than a survey form.
To conclude why games are a better methodology to follow, rather than conventional data
collection methods, the following points can be enumerated:
● The subject is in a more natural state of mind while playing a game rather than say in an
interview or in an observational study, which might end up making the subject conscious of
his/her response and hence does not provide results as accurate as a game might.
● A game as a research tool can encompass a larger and more varied audience, both
geographically and demographically (in terms of age, gender and social activity), as
compared to a typical content analysis oriented research, owing to the versatility associated
with the gaming industry as a worldwide market.
● Games work both ways in the sense that they provide a source of entertainment to the
subject and a reliable source of data for research. Traditional data collection surveys, on the
other hand, are boring and tedious and most of the people ignore long forms and emails,
limiting both the audience and the amount of data that is collected.
● Data collection methods which are usually employed by researchers for psychoanalysis, have
typical answers to questions which limit the scope of a response whereas in a game, every
response that a subject gives to a question can be the intersection of a number of
parameters which is limited only by the developer’s imagination and creativity.
● A case study or an archival research method is the most similar to a game in terms of a
controlled environment but is less competent owing to the dynamic nature of a game which
makes it a larger pool of data than a written case or archive.
Trait Theory
The research focuses mainly on Lewis Goldberg’s Five-dimensional personality model, also known as
the Big Five. It is essentially a subset of Gordon Allport’s trait theory aimed at measuring, both
quantitatively and qualitatively, human personality traits. The Big Five entails:
● Openness to Experience
: the tendency to be imaginative, independent, and interested in
variety vs. practical, conforming, and interested in routine.
● Conscientiousness
: the tendency to be organized, careful, and disciplined vs. disorganized,
careless, and impulsive.
● Extraversion
: the tendency to be sociable, fun-loving, and affectionate vs. retiring, somber,
and reserved.
● Agreeableness
: the tendency to be softhearted, trusting, and helpful vs. ruthless, suspicious,
and uncooperative.
● Neuroticism
: the tendency to be calm, secure, and self-satisfied vs. anxious, insecure, and
self-pitying.
The approach followed in this research is to analyse
King’s Candy Crush and SuperCell’s Hay Day and
pick out parameters that have the potential to study the players and their state of mind while playing
the game. These aspects of the game can be used as a means of collecting data in order to observe
patterns and draw conclusions about the psychology of a player with respect to the scenario
represented in the game, which may or may not resemble a particular real-world situation.
Furthermore, following this analysis and extracting necessary information about the kind of potential
parameters that can be used, the research focuses mainly on developing a game concept with the
objective of conducting this study in a different manner, in a variety of scenarios and in a different
context than the existing games. The concept builds upon the aspects obtained from the previous
analysis, but primarily it introduces new parameters, suitable to its own scenarios, to study the
players in a different environment.
SuperCell’s HayDay
Traits
Openness to
Experience
Parameters
Arrangement of
farm
Observation
Criteria
Inference
The arrangement of
the farm elements
(buildings, pens,
trees, bushes, fields
etc.)
The arrangement of a player’s
farm can be used to gauge the
aesthetic sensitivity and creative
imagination
Quantity of
products produced,
animals bred and
crops produced
The numbers of
different products
produced in various
machines, the
numbers of each
animals bred on the
farm and the
quantity of each
crop produced in
the farm
The player who produces a
variety of (available) products in
his/her machines, has atleast one
animal of each type (available at
the particular level) and produces
a minimum quantity of (available)
crops of each type displays a
preference for variety as opposed
to a player who sticks to a few
products, animals and crops
Level of
achievement with
respect to time
spent
The progress made
by a player is
measured by the
level star with
respect to the time
spent playing the
game
The player who has achieved a
higher level star in a shorter
period of time has a tendency to
be more intellectually curious as
the player is devoting more time
to the game to get to a higher
level and explore new parts of
the game
Different types of
products produced
and put up for sale
The quantity of
common and
uncommon
products produced
on the player’s farm
The player who has a larger
quantity of uncommon products
produced and/or put up for sale,
frequently, indicates that the
player has a tendency to follow
an unconventional approach as
opposed to a player who
produces and sells common
products frequently
Time spent in
various modes
The amount of time
a player spends
playing the various
modes in the game
(normal, fishing,
town etc.)
The player who spends a
comparable amount of time in all
modes (keeping in mind the level
star and availability of the mode)
displays a preference for variety
and intellectual curiosity as
opposed to a player who sticks to
one mode and does not divulge
very often
The arrangement
routine (clustered or
distributed)
followed by a player
to position the
The player who has organized
his/her farm in a clustered
fashion (according to some
parameter such as animal pens,
production building etc.) displays
Conscientiousness Arrangement of
various farm
elements
variety of farm
elements
a inclination towards
organization and careful,
deliberate planning whereas a
player who follows a distributed
fashion to organize the farm has
a more spontaneous and
disorderly nature
Time between the
current and the
next level star
The time spent in
the game before
collecting enough
stars to reach the
next level star
The player with a lesser time
difference between two level stars
displays a hard-working attitude
with a motivated and efficient
approach as opposed to a player
who takes a longer time to reach
the next level star and has a more
relaxed attitude in the game
Products and crops
produced increase
proportionally to
the level
The rate of increase
of quantity of crops
and products
produced by the
player increases in
proportion with the
player’s overall
progress in the
game
The player with a constant rate of
increase in proportion with the
level star achieved has a tendency
to plan and organize everything
following a thorough and
deliberate procedure. He/she
tends to utilize all the resources in
a carefully ordered manner in
order to achieve a consistent
performance.
Average amount of
time the products
are stored in the
barn
The average time
difference between
products produced
and products put to
use
The player whose time difference
is small, that is, the products are
stored for a smaller amount of
time, has a systematic and
well-planned attitude. He/she
likes to get work done and is
efficient in the work he/she does.
The player with a larger time
difference tends to be
unorganized and disorderly.
Average machine
usage level
The number of stars
achieved for each
machine on an
average in
conjunction with the
level star
The player with a higher average,
that is, having made extensive use
of his/her machines, can be said
to have a tendency to be
hard-working and efficient as
opposed to a player with a lower
average
Extraversion
Frequency of
complete truck
orders and boat
shipments
The average number
of times a player
completes a truck
order and boat
shipment
(data available in
the farm statistics
and achievement
statistics)
The player with a higher
frequency of complete orders and
shipments can be said to be
reliable, hard working,
dependable, ordered and in
extreme cases a perfectionist.
He/she is organized and efficient
as opposed to a player who has a
lower frequency of completed
orders and shipment.
Neighbourhood
activity
The number of chat
messages a player
sends in the
neighbourhood chat
and the number of
times a player visits
any neighbour’s
farm
The player who is more active in
the neighbourhood has an
outgoing, interactive, assertive,
talkative nature, higher group
visibility and he/she likes to
include other players in their
gameplay experience in order to
be a part of a larger community
as they find it more rewarding as
opposed to a player who is not
very active in the neighbourhood
and has a tendency to be shy,
self-indulgent, reserved and likes
to keep to himself/herself
Farm decoration
The amount of
decoration a player
has put on his/her
farm
The player who has extensive
decoration on his/her farm is
more likely to be an extrovert as
it can be interpreted as an
attempt to encourage interaction
and social activities as opposed
to a player with minimal
decoration which can be
interpreted as an attempt to
discourage social interaction
Helping other
players
The number of
crates filled for
other players, the
number of times an
item sold to a
The player with a higher number
for all criteria can be said to have
a helping and socially amiable
nature. He/she likes social
interaction as opposed to a
neighbour and the
number of times a
tree/bush revived
for another player
player with a lower number who
is more likely to be reserved and
quiet.
Goods sold to
visiting customers
The number of
goods sold to
customers who visit
the player’s farm
The player who sells goods to
most visiting customers has a
helping and charitable behavior.
He/she is an action-oriented
individual, likes to help people
out and get involved in social
interaction whereas a player who
does not sell goods to visiting
customers is more likely to be
introverted and shy with a quiet,
low-key and deliberate behavior.
Facebook activity
Connection status
and the number of
posts and shares on
Facebook
The player who chooses to
connect with their Facebook
account (and hence his/her
friends) and actively posts and
shares his/her in-game activity
tends to be more social and
interactive. He/she is energized
and thrives off of human
interactions as opposed to a
player who is not as active on
Facebook.
Followers and
following
The number of
followers a player
has and the number
of farms the player
is following
The player who has a larger
number of followers tends to be
more likeable, socially amiable
and assertive as opposed to a
player who has lesser followers
and has a tendency to reserved
and less social. The player who is
following many farms is more
likely to engage in social
interactions and activities and is
outgoing and enthusiastic as
opposed to a player who does
not follow many farms and
prefers to play alone with
minimal social interaction.
Agreeableness
Event participation
The average
contribution made
by a player in the
various events in
the game
The player who has a higher
contribution to events is more
likely to be an extrovert and a
social person. He/she likes to be
a part of the community and do
his/her bit to make the
community grow. A player who
chooses not to participate in
events actively tends to be
introverted, as he/she does not
make effort to be a part of the
community and likes to play the
game alone.
Diamonds
used/purchased
The number of
diamonds
used/purchased
(Diamonds are
primarily used to
speed up the
production of
products/crops, it is
the virtual currency
of the game)
The player with a higher number
of in-app purchases and usage of
diamonds (especially to speed up
production) has a tendency to be
impatient and restless as
opposed to a player with a lesser
purchases and usage of diamonds
Helping other
people
The number of filled
crates, trees/bushes
revived for others,
selling goods to
visiting customers
and neighbours
The player with a higher number
can be said to be altruistic and
charitable with a pro-social
attitude as opposed to a player
with a lower number who is less
interactive and tends towards
being anti-social in the extreme
cases
Followers and
following
The number of
followers a player
has and the number
of farms a player is
following
The player who has a large
number of followers tends to be
more likeable and amiable with a
tendency to be friendly and
sociable as opposed to a person
with lesser followers. The player
who follows a lot of farms is
more likely to be less critical and
judgmental of others and has a
tender-minded and gentle nature
as opposed to a player who
chooses to follow selective farms.
Neuroticism
Diamonds usage
and purchase with
respect to the time
spent in the game
The number of
diamonds
purchased and used
in conjunction with
the time spent in
the game
The player with a very high
number of in-app purchases and
usage of diamonds is more likely
to be anxious and impatient
owing to panic, stress and
frustration as opposed to a player
with a lower number of
purchases and usage
Number of friends
The number of
friends a player has
(followers,
neighbours and
Facebook friends)
The player with a small number
of friends is more likely to
self-conscious and shy as
opposed to a person with a large
number of friends
Number of unlikes
The number of
farms a player
unlikes (Statistics
can be collected
every time a player
unfollows a farm)
The player with a large number
of unlikes can be said to be prone
to envy and is more likely to be
competitive as opposed to a
person with a lower number of
unlikes
King’s Candy Crush
Traits
Openness to
Experience
Parameters
Observation
Criteria
Inference
Level wise
progress with
respect to time
spent
The progress made
by a player in the
game is measured
by the level
achieved with
respect to the time
spent in the game
The player with the higher level
in a given time frame has a
higher tendency of being
imaginative and an
unconventional approach to
routines, as opposed to a player
with the same level in a larger
time frame or lower level in the
same time frame
Level wise
progress and time
The progress made
by a player in the
The player with a comparable
level and time spent in both the
Conscientiousnes
s
spent in different
scenarios
two different
scenarios (normal
story mode and owl
mode) with respect
to the time spent in
both modes
scenarios displays a preference
for variety and intellectual
curiosity, as opposed to a player
with a wide disparity in the
level achieved and/or the time
spent in each scenario
Number of
combos made and
boosters used
The number of
combos (striped
candies, wrapped
candies, color
bombs) a player
makes in a
particular level and
the number of
available boosters
(color bomb,
lollipop, coconut
wheel, jelly fish)
The player who is able to
discover and use more new
combos and boosters tends to
have a more active imagination
and creative insight alongwith
intellectual curiosity, as
opposed to a player who
follows the conventional
gameplay
Amount of time
spent in a given
level
The amount of
time spent by a
player to complete
a level with a
limited number of
moves
Average number
of tries and level
of achievement
for each level
The average
number of tries a
player makes to
complete a level
successfully
alongwith the
number of stars
achieved for the
level
The probability of a player who
spends a larger amount of time
in a level with limited moves
being more deliberate and
careful is high and he/she has
higher tendency of having a
planned and organized behavior
as opposed to a player who
finishes the level in a lesser
amount of time
(There can be exceptions to this
inference but probabilistically
speaking, the inference holds)
∙
A player who takes a larger
number of tries to complete a
level with a higher level of
achievement (number of stars)
has a tendency to be thorough,
hard-working and compulsive as
opposed to be a person with
larger number of tries and a lesser
level of achievement
∙
A player who takes a lesser
number of tries with a higher level
of achievement (number of stars)
has a tendency to be efficient and
driven by success as opposed to a
person with a lesser number of
tries and a lesser level of
achievement
Extraversion
Facebook
connection status
Whether the
player has
connected their
Facebook account
or not
The players who have logged
into their Facebook accounts
can be said to have a extrovert
tendency as opposed to the
players who play just on their
respective tendencies. This is a
weak parameter because no
definitive conclusion can be
drawn but only the fact that it is
a first step towards being
socially active.
Invites to friends
and posting about
your progress on
Facebook
The number and
frequency of
invites sent and
posts related to
progress made in
the game (sharing
a high score or the
level achieved)
The player who has sent more
number of invites to his/her
friends displays an outgoing and
talkative behavior and a higher
number of posts about
achievements in the game such
as bragging about a high score
indicates a tendency of
gregarious, energetic and high
on positive emotion. Nothing
definitive can be concluded
about a player who does not
send invites or post actively
except a weak inference of an
introverted nature.
Interaction with
friends
The number of
requests sent
(asking for lives or
help in a level) and
answered
(donating a life or
helping a friend
with a level)
A player who sends a lot of
requests for help or lives has a
tendency to be more social and
interactive and it is also a step
towards building a community
which indicates a high score on
extraversion
Agreeableness
Donating a life to
a friend
Giving an extra life
to a friend
A direct implication of a high
number of lives sent to friends
is that the player has an
altruistic, friendly and
cooperative nature and is less
likely to be skeptic of others
and going out of the way to
help them. Such people tend to
be more kind and considerate,
are more capable of
empathizing and are more likely
to work towards the
betterment of the society.
Nothing conclusive can be said
about a player who is not as
socially active except for a weak
inference of a less-complying
nature.
Number of
in-app purchases
made for lives or
extra moves
The number of
lives bought (in
particular in a
specified period of
time) and the
number of
purchases made
for extra moves
The player who has made fewer
in-app purchases of lives and
extra moves in a short period of
time (with respect to the total
amount of time spent in the
game) can be said to have a
more patient and calm nature
as opposed to a player who has
purchased more number of
lives and extra moves and has a
short temper along with a
tendency to get frustrated and
angry without much
provocation
Number of
requests to clear a
level
The number of
requests sent to
friends asking for
help in clearing a
particular level
The number of requests sent by
a person asking for help from
friends can be used to gauge
the tendency to be modest and
straightforward. A low number
points slightly towards an
arrogant and self-absorbed
nature while a high number
indicates a needy and
desperate mindset. A moderate
(decided on actual statistics)
number of requests indicate
towards a humble nature.
Neuroticism
Number of
in-app purchases
with respect to
the number of
level completed
The number of
lives or boosters a
player purchased
for a given number
of completed
levels
The player who purchases a
high number of lives till a given
(small) number of level can be
said to have trouble delaying
gratification, anxiety issues and
is more prone to having mental
disorders as opposed to a
person with a moderate
number of purchases who is
more likely to have a calm,
composed nature, are less
reactive to stress,
even-tempered and do not feel
tense or rattled
Social activity
and its effect on
time spent in the
game
The amount of
time spent in the
game before and
after a social event
such as a Facebook
post about a
friend’s progress
or high score
The player with a larger playing
time after seeing a Facebook
post from a friend (bragging
his/her high score or level
number) signifies a competitive
and in extreme cases, a jealous
and envious nature with more
tendency to have a depressed
mood.
Conclusion
This research is aimed at presenting casual games as a tool for performing research and collecting
data from a distributed audience who are capable of working out things better than machines. Taking
instances of games like Candy Crush and Hayday, the research hypothesizes to use their existing user
base and established gameplay as an effective means of collecting data from a large audience (which
ensure validation from a majority) and at the same time the techniques used are simple to
implement and manage. Moreover, the data collection can be done easily by setting some simple
parameters and flags in the code and fed into a database which can be maintained easily.
Future Scope
The research can be expanded to include a sketch for a new multiplayer game on the basis of the
analysis of the aforementioned games as well as any other MMORPG which falls under the category
of games which can be used to collect data from their users. Furthermore, we, as developers, plan to
develop the game on the guidelines and parameters described in the sketch and collect data from
our users to prepare a preliminary psychological analysis and draw some basic conclusions according
to the trait theory.