2 07, 2020

COVID-19 Reduced Appeal of Challenge and Excitement in Gaming–But Only Marginally

By |2020-07-02T11:50:18-07:00July 2nd, 2020|Uncategorized|6 Comments

Did COVID-19 have any impact on why people play video games? Beyond the shared, global anxiety of watching the pandemic unfold, many countries put in place similar shelter-in-place orders in roughly the same timeframe, disrupting work, leisure, and social interactions. Certainly, being kept indoors and having fewer sources of entertainment has boosted spending and engagement [...]

10 10, 2019

Podcast: Analyzing Gamer Behavior, Psychology, and Motivations

By |2019-10-10T12:49:22-07:00October 10th, 2019|Video Games|0 Comments

We were recently interviewed by ironSource in a podcast where we touched on a broad range of topics related to Quantic Foundry's ongoing research in gaming motivations: How we developed our motivation model, and why we decided to focus on gaming motivations An overview of the 12 motivations captured in our framework How game companies [...]

1 03, 2019

Older Gamers Who Can Afford VR Tend to Care Less About the Gaming Motivations Linked to VR Adoption

By |2019-03-03T16:34:11-08:00March 1st, 2019|Analytics, Video Games|9 Comments

[This post is co-authored with Jennifer Day and Chris Karzmark, both PhD students at UCSC in Cognitive Psychology.] At first glance, gaming and VR seem like a natural pairing, especially with their shared emphasis on action-oriented and immersive content. But gamer adoption has been slow and enthusiasm among developers is also waning. In this post, [...]

27 11, 2018

Chinese Gamers are More Competitive and Completionist, More Homogeneous in Gaming Motivations Than US Gamers

By |2018-11-27T17:22:36-08:00November 27th, 2018|Analytics, Video Games|9 Comments

Since the beginning of the year, Quantic Foundry and Niko Partners have been working together on a series of survey-based projects. Niko Partners is a market research and consulting firm covering the games markets in Asia. In one of these projects, we used the Gamer Motivation Model as part of a larger study to create [...]

1 08, 2018

What Men and Women Consider Hardcore Gaming Are Not The Same

By |2018-08-02T12:44:23-07:00August 1st, 2018|Analytics, Video Games|21 Comments

In our talk at GDC 2018, we explored what gamer motivations would look like if we defined “casual/core/hardcore” gamers using different assumptions—e.g., by self-identification with labels vs. by gaming frequency vs. by specific game titles they play. In this blog post, we’ll focus on the slice by self-identification with labels, but we’re hoping to cover [...]

24 01, 2018

Visualizing How Steam Tags Are Related

By |2018-01-26T11:42:55-08:00January 24th, 2018|Analytics, Video Games|12 Comments

We recently linked up the game titles from our data set with available metadata from places like Steam and IGDB. As part of this, we’ve been playing around a lot with Steam tags. In this blog post, I’ll show you what happened when we tried to visualize how Steam tags are related to each other. [...]

29 08, 2017

Just How Important Are Female Protagonists?

By |2017-08-31T12:58:17-07:00August 29th, 2017|Analytics, Video Games|28 Comments

The availability of female protagonists in video games and the push for more playable female characters has been a hot topic in recent years. For example, articles on the gender breakdowns at E3 or reasons that game companies provide for not having playable female characters often engender a great deal of discussion. In this blog [...]

12 07, 2017

Solo Board Gamers: Who Are The 1%?

By |2017-07-12T10:45:23-07:00July 12th, 2017|Analytics, Board Games|17 Comments

Given that most board games are primarily designed to be a social activity, solo board gamers at first glance seem like misplaced unicorns. On the other hand, BoardGameGeek has annual awards for solo games, its catalog takes care to tag the opportunity for solo play and solo variants, and many games do support solo gameplay. [...]