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Bartle Test : ウィキペディア英語版
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 a 1996 paper by Richard Bartle〔("Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs" ), Richard Bartle (1996)〕 and was created in 1999–2000 by Erwin Andreasen and Brandon Downey.〔("Random Dialog: You Shuffle, I'll Deal" )〕 Although the test has met with some criticism〔Nick Yee, Gamasutra (Sept. 21, 2004), "Unmasking the Avatar: The Demographics of MMO Player Motivations, In-Game Preferences, and Attrition"〕 for the dichotomous nature of its question-asking method, as of October 2011, it had been taken over 800,000 times.〔(Bartle Test of Gamer Psychology ), GamerDNA, Retrieved 9-19-2009〕〔Radoff, Jon. April 2011. ''Game On: Energize Your Business with Social Games.'' ISBN 978-0-470-93626-9.〕
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%.〔Mulligan & Patrovsky (2003), Developing Online Games: An Insider's Guide, "Appendix C: The Bartle Quotient Survey Questions and Some Results", ISBN 1-59273-000-0〕 For example, a person may score "100% Killer, 50% Socializer, 40% Achiever, 10% 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.
The Bartle Test is based on a character theory. This character theory consists of four characters: Achievers, Explorers, Socializers, and Killers. These are imagined according to a quadrant model where the X axis represents preference for interacting with other players vs. exploring the world and the Y axis represents preference for interaction vs. unilateral action.〔
== Achievers ==

Also known as "Diamonds", these are players who prefer to gain "points", levels, equipment and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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