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International Journal of Science, Strategic Management and Technology

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ISSN: 3108-1762 (Online)
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UNDERSTANDING PLAYER PSYCHOLOGY AND EXPERIENCE IN MODERN GAME DESIGN

AUTHORS:
Ayush Darekar
Nikhil Waghmare
Ajinkya Dalvi
Vedant Naoghare
Ankit Purohit
Mentor
Affiliation
Game Art & Design, Seamedu / Ajeenkya D Y Patil University, Pune, India
CC BY 4.0 License:
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Abstract

In today’s world, the gaming world has became more than just a toy and is an immersive digital environments with an emotion and motivation. Today’s game develovers are looking more into player psychology to build better games with exploring emotions and their motivation (to know what ticks players brain in order to control their thought patterns). This research explores player patterns and their psychology, theories such as Bartle’s Taxonomy of player types, their self determination. This helps make the developer maintain player retention and bring more players. Games like Minecrafft and The Sims are one of the best examples used to cover reward systems and emotion and relaxing pace of games

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Darekar, A., Waghmare, N., Dalvi, A., Naoghare, V. & Purohit, A. (2026). Understanding Player Psychology and Experience in Modern Game Design. International Journal of Science, Strategic Management and Technology, 02(05). https://doi.org/10.55041/ijsmt.v2i5.227

Darekar, Ayush, et al.. "Understanding Player Psychology and Experience in Modern Game Design." International Journal of Science, Strategic Management and Technology, vol. 02, no. 05, 2026, pp. . doi:https://doi.org/10.55041/ijsmt.v2i5.227.

Darekar, Ayush,Nikhil Waghmare,Ajinkya Dalvi,Vedant Naoghare, and Ankit Purohit. "Understanding Player Psychology and Experience in Modern Game Design." International Journal of Science, Strategic Management and Technology 02, no. 05 (2026). https://doi.org/https://doi.org/10.55041/ijsmt.v2i5.227.

References
1.Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research. Available at: Bartle       Original Paper

2.Cowley, B. U., & Charles, D. (2016). Behavlets: A method for practical player modelling using psychology-based player traits and domain-specific features. User Modeling and User-Adapted Interaction, 26(2–3), 257–306. https://doi.org/10.1007/s11257-016-9170-1

3.Ferro, L. S., Walz, S. P., & Greuter, S. (2013). Towards personalised, gamified systems: An investigation into game design, personality and player typologies. Proceedings of the 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, 1–6. ACM Press.

4.Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivationand Emotion, 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8

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6.Pichlmair, , & Johansen, M. K. (2020). Designing game feel: A survey.   arXiv      Preprint. https://doi.org/10.48550/arXiv.2011.09201

7.Schell, J. (2019). Theart of game design: A book of lenses (3rd ed.). A K Peters/CRC Press. https://doi.org/10.1201/b22101

8.Williams, D., Yee, N., & Caplan, S. (2008). Who plays, how much, and why?Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13(4),      993–1018. https://doi.org/10.1111/j.1083-6101.2008.00428.x

9.Yee, N. (2014). The Proteus paradox: How online games and virtual worlds change us—andhow they don’t.Yale University Press.
https://doi.org/10.12987/9780300199291

 

 

 
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This article has undergone plagiarism screening and double-blind peer review. Editorial policies have been followed. Authors retain copyright under CC BY-NC 4.0 license. The research complies with ethical standards and institutional guidelines.
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