Bartle Test

From Wikipedia, the free encyclopedia

The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games (include 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.[1][2][3] Although the test has met with some criticism [4] for the dichotomous nature of its question-asking methodology, the test has been taken by a large number of computer game players. As of January 2007, the test had been taken by over a quarter-million players.[5].

The Bartle Test defines four categories of player:

  • Achievers, ("Diamonds"), who prefer to gain "points," levels, equipment and other concrete measurements of succeeding in a game.
  • Explorers, ("Spades"), who prefer discovering areas, creating maps and learning about hidden places.
  • Socializers, ("Hearts"), who prefer to interact with other players.
  • Killers, ("Clubs"), who prefer to be in conflict with other 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%.[6] 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.

In addition to helping players define their game-playing preferences, the Bartle Test has also been used by game designers to help define the requirements of games that are intended to appeal to a particular audience.[7]

In 2006, after running for ten years on a web server maintained by Erwin Andreasen, the database met with intractable scalability problems. After several months, the test was rewritten and moved to GuildCafe servers, preserving all the original test data.

  1. ^ MMO RPGDOT, "Random Dialog: You Shuffle, I'll Deal," http://www.mmorpgdot.com/index.php?hsaction=10053&ID=951
  2. ^ Richard Bartle (1996), "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs," http://www.mud.co.uk/richard/hcds.htm
  3. ^ Richard Bartle (2003), Designing Virtual Worlds, ISBN 0131018167
  4. ^ Nick Yee, Gamasutra (Sept. 21, 2004), "Unmasking the Avatar: The Demographics of MMO Player Motivations, In-Game Preferences, and Attrition"
  5. ^ Bartle Test of Gamer Psychology, GuildCafe, Retrieved 1-10-2007
  6. ^ Mulligan & Patrovsky (2003), Developing Online Games: An Insider's Guide, "Appendix C: The Bartle Quotient Survey Questions and Some Results," ISBN 1-5927-3000-0
  7. ^ Dave Rickey (2003), "Let the Gears Begin," Engines of Creation #1, http://www.skotos.net/articles/engines01.shtml

Bartle Test of gamer personality

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