Profile List

Axis Definitions

SC: Pattern-learning ↔ Emotional-immersion

(Pattern recognition / learning ↔ Emotional immersion)

Definition

SC asks where player fun and immersion mainly come from. S leans toward fun from recognizing patterns and getting better at them, while C leans toward immersion from emotional involvement in scenes, characters, and mood.

Viewpoint

  • Pattern-learning (S) prioritizes gameplay that gets more rewarding as players learn and master patterns.
  • Emotional-immersion (C) prioritizes gameplay that pulls players into scenes and emotions.

DE: Deliberation ↔ Experiment

(Decision / Specification ↔ Experiment / Observation)

Definition

DE represents whether decisions are aligned through prior hypotheses, specs, and principles, or refined iteratively through implementation, play, and observation.

Viewpoint

  • The Deliberation side treats development as a problem that can be defined in advance.
  • The Experiment side treats development as a problem you only understand by building and testing.

TM: Tight-control ↔ Player-led interaction

(Clear constraints / control ↔ Looser rules / player-led interaction)

Definition

TM asks how to run rules, roles, and behavior constraints. T leans toward clear limits that strengthen a readable schema and game-like tension, while M leans toward looser rules that invite player-led interaction and emergence.

Viewpoint

  • Tight-control (T) emphasizes clear boundaries so fun stays inside the designed frame.
  • Player-led interaction (M) leaves room for players to create situations and meta together.

One-line summary

  • SC: Is fun rooted in pattern learning or emotional immersion?
  • DE: Does development begin with definition or learn through experimentation?
  • TM: Do constraints sharpen fun, or does player-led interaction grow it?

References

Work Link
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. https://aaai.org/papers/ws04-04-001-mda-a-formal-approach-to-game-design-and-game-research/
Juul, J. (2002). The Open and the Closed: Games of Emergence and Games of Progression. https://www.jesperjuul.net/text/openandtheclosed.html
Juul (DiGRA DOI record) https://dl.digra.org/index.php/dl/article/view/214
Pacini, R., & Epstein, S. (1999). The relation of rational and experiential information processing styles to personality, basic beliefs, and the ratio-bias phenomenon. https://doi.org/10.1037/0022-3514.76.6.972
Denisova, A., et al. (2024). Towards Democratisation of Games User Research. https://doi.org/10.1145/3677108
Isbister, K., & Hodent, C. (Eds.). (2018). Game Usability: Advice from the Experts for Advancing UX Strategy and Practice in Videogames. https://global.oup.com/academic/product/game-usability-9780198794844
최라마 - 게임 개발자 유형 4가지 https://youtu.be/7j0NNhxf-Ug