Posted on Leave a comment

What Your Personality Says About You as a Gamer

Playing TableTop Game

Personality typing has acquired popularity in many spheres of life due to its huge practical use. What does your personality type say about you as a gamer? According to the MBTI theory, you either have a preference for Extroversion or Introversion, iNtuition or Sensing , Feeling or Thinking, Perception or Judging.


Briefly about each type

  • Extrovert (E) focusing on the outside world: other people, actions, events
  • Introvert (I) focusing on the internal world: thoughts, emotions, experiences
  • Sensing (S) focuses on the present: current events and facts
  • iNtuition (N) focuses on the future: new opportunities and ideas
  • Thinking (T) makes decision objectively, using logic
  • Feeling (F) makes decision subjectively, using emotions
  • Judging (J) acts according to a plan, consistent
  • Perceiving (P) acts according to a situation, flexible and impulsive

More detailed explanation

Personality types

Find out which is your personality type (from 16 varieties) by picking the category that matches you best in each of the four pairs. The types are also referenced within four “quadras” (NF, NT, SP, SJ) based on similar characteristics of types.


 It’s actually very interesting and exciting to learn about yourself this way – your tastes, the reasons why you have to do X and not Y. And even more interesting to understand the other people and how you relate to them.

Briefly about each quadra




What about gamers?

We carried out the research examining each of the 16 personality types, grouping them by functions (extroversion, introversion, intuition, sensing, feeling, thinking, perception, judgment) and quadras (NF, NT, SP, SJ). We asked gamers who knew their personality types:

  • what types of platforms they game on?
  • how much they trust and use different review sources when choosing a game?
  • what are their gaming desires?

Game Platforms

Preferences vary most between extroverts and introverts, intuitives and sensors.

board games infographic

As you see extroverts prefer board games more because it’s a social activity. It has a natural preference among extroverts. It’s a source of energy for them, unlike introverts whose source of energy is their inner world, emotions, and experiences. Also, extroverts have a strong desire for console games.

playstation infographic

As for mobile games, it’s interesting that intuitives give them much more benefits than sensorsIt can be explained by the opportunity to have a rest and spend some time in their personal space and “world”.

mobile games infographic
How We Choose Games?


games in brain level up

We were curious how do people make a decision, whom they trust before buying a game. So we asked which of these do they use as a marker of how good the game is:

  • Aggregated ratings
  • Large gaming news companies
  • Independent gaming blogs
  • YouTube vloggers
  • Friend referrals
  • Community forums
  • Game stores

As we can see Thinkers trust aggregated ratings more, because they are more inclined to analyze, compare, and criticize than Feelers. They care less about an individual’s taste and prefer to look at data.


And Perceivers are more likely to believe that there are many ways to approach something.


Here’s a quadra breakdown of the aggregated rating preference:


As we can see NT quadra reveals the most trust but this situation was also observed to some other sources:



Why do we see such a dominance of NT? Answering the question why it is worth mentioning that NT has many “should knows” combined with the desire and great ability to see the “big picture”.

Now let’s reveal the brightest secrets trust to YouTube vloggers!


Perceivers have the urge to keep on looking for new information and new opportunities. And also they like flexible and spontaneous approach more than Judgers.

It’s curious that SJ quadra as we see trusts them most of all:


Which can not be said about Game stores (like Steam):


Representatives of SJ quadra are realists who study everything carefully and make decisions quickly. Because of this vloggers satisfy their needs in the best way, unlike Game stores source which they need to study in details for a long time.

As to the community forums here are again interesting facts between the dichotomy pairs:


Forums are exactly the source where Thinkers can get information about the emotions of people who have used something which usually lacks this type. They usually attend several forums then analyze information and draw conclusions.


Perceivers prefer to keep things open and seek openness to issues and forums give such opportunity as well as freedom of thought which is important for them too.

Quadras surprised us with their variegated results:


As you can see SP quadra prefer this source by a wide margin from others. This is caused by the predisposition to freedom in making decisions, a tendency to live fully in the present and due to their practicality take practical results into account.

Gaming desires

It was also interesting to find out what gamers want from the games. That turned out that all quadras have a strong desire for discovering new games and genres.

Gamers desires tables infoUnlike dividing by quadras, division by function is less variegated. Here are some of the brightest moments:



That’s it for this post, but we have way more data to share with you.
Follow us for more research articles on MBTI and gaming.

And as always, please share your opinion on the topic in the comment section!



Posted on Leave a comment

Our First Hackathon

GameTree Team

At the end of September, our team assembled in person for a hackathon. Our goal was to plan out the product development strategy, brainstorm marketing activities, and conduct research on the correlation between gaming preferences and MBTI personality types.

Even though we live across five cities cities, all ten of us managed to arrive on less then 24 hour notice. Everyone was really excited to finally meet up and work in the same place. We were warmly welcomed by our CEO in his apartment, which became temporary headquarters for the hackathon.

GameTree Team Hackathon Meeting


Work was going really well since it was much easier to share details regarding each person’s work progress or issues that they had at certain parts. We also managed to brainstorm some great ideas and analyze the data we collected for our field-testing of the product. Department heads did their best to monitor our activities and provide help when it was required. Thanks to their experience and advice, our performance was very efficient. It was also nice to see how eager everyone was while working. It was clear that each person really wants this project to succeed.The overall atmosphere was really pleasant and friendly. It was really easy to break the ice during our first conversations since we shared a lot of interests, one of which is obviously our passion for games.

GameTree Team Hackathon plays Merchant sAnd Marauders table top game


Speaking of that, as a team-building exercise, John introduced us to a great board game called “Merchants & Marauders”, where each player took a role of either a law-abiding trader or an infamous pirate. The game provided enough competition and challenge to get everyone excited up until the end. Aside from playing games, we also visited a couple of parties together, though working on the next day was slightly harder.

GameTree Hackathon Team Building event


Overall, it was an exciting and interactive event, which helped us get great results and new ideas for our product’s development. And when it was time to leave, everyone hoped that very soon we will be able to meet up again.

Posted on Leave a comment

Kishotenketsu vs. Western storytelling in videogames. What is the difference?

mountains clouds forest fog

One goal, many paths.

-B. Üke

The question had been biting at the back of my neck for some time, so I decided to ask several online boards of proclaimed experts:
“What the differences were between Eastern and Western computer games? Why are the stories so different?”
After numerous posts making jokes about tentacles I decided then that their minds were like soup at a dodgy restaurant: better left unstirred for everyone’s health. I decided to solve the problem myself.

Fallout4 dog RPG

Is it only aesthetics?

Western RPGs like Fallout tend to be drab and dull, almost monochromatic when Japanese RPGs such as Earthbound are lavishly colorful, even surreal.
Maybe it was Character design? Western game developers try for gritty hyper-realism, drawing on their backgrounds of movies and TV and over-engineered to the smallest pore on their gravel-encrusted noses. Meanwhile, the Japanese creators brought up on the ornate, bright, swirling colors of anime and manga, have been known to have a minimalist design in using simple lines to convey the maximum effect for the minimum effort.
The surface aesthetics are fairly easy to expound away, all artists have their preferences.

EarthBound RPG

But what about the story?

The truth of the matter is that many of the story arcs in Asian culture vary significantly from their western counterparts.
In the west, the plot is thought to revolve around confrontations between two or more elements, where one side is dominating the other, like with the critically acclaimed game Bioshock. What you see there is a typical three to five-act structure with a single conflict. A chosen setback appears near the end of the first act (Jack’s plane crash, his arriving in rapture unsure of what’s going on), and then the character gets drawn into it (getting contacted by Atlas who asks to ‘save’ everyone).
On the other hand, in the Asian storytelling tradition, the plot structure does not have a central conflict. Rather, it relies on exposition and contrast to generate interest.

Super Mario Game

The word for this is kishōtenketsu

It is organized into four parts:
Ki: A scene is set.
Shou: Elaboration on the scene, flushing out the characters and their relationships
Ten: Climax, an unforeseen event that doesn’t have to do with ki and shou directly, things become more complex.
Ketsu: Resolution, focuses on how the third act interacts with the previous ones.

A more literal example from every level of Mario 3-D
Ki: Mario has to learn how to use a gameplay mechanic.
Shou: the stage will offer you a slightly more complicated scenario in which you have to use it.
Ten: something crazy happens that makes you think about it in a way you weren’t expecting and how to use the game mechanic to deal with this situation.
Ketsu: you get to demonstrate; finally, what sort of mastery you’ve gained over it.

This doesn’t mean that the conflict is not present within the plot, just that isn’t the main focus for the drama. Look at the world of Dark Souls; major events and their significance are often implicit and left for the player to interpret rather than fully exposed or explained. Namco, the publisher, even had a $10,000 offer to anybody who could explain the Dark Souls story. The same people who put countless hours into making the game did not think that a storyline was an important feature.
The best way to see the difference is in looking at RPGs. Sure, some of the basics are the same, flat characters exist to be the guides for the plot. But there are slight differences with the round characters; while they change and develop as the story unfolds there is a noticeable scale of personalization.

Dark Souls RPG

Let’s compare

Japanese RPGs follow a classic formula that was started by Final Fantasy and Dragon Quest. Both are linear role playing games that set you on a specific course to tell a powerful story of epic proportions. You would get a specific character whose role you are assigned to and act out. You get the opportunity to play as the soldier Solid-Snake. Sure, the player can control the individual actions of Snake, but the narrative is still in the control of the designer. This is a reason  behind a lot of the original games having a third-person perspective paired with a slew of cinematic sequences.
On the contrary, RPGs in the West usually focus on roaming freely through the vast world and developing your character to take on unknown challenges like in Skyrim. The character’s personality is determined by the freedom of choice a player has over it. Thanks to this all the decisions made during the game become an avatar for the player’s actions. First person perspective is American invention for a reason, you do not play as a hero you are the hero.
Or the villain.
Or the guy who tries to put all the NPCs in comical bucket hats named Chumley.
Ok, we’ve clearly figured out there are some differences, but what made them?

Pixel Art Game campfire chill

One word: history

Given that I’m describing thousands of years of culture, bear that this observation is a bit roughshod. Besides, if people were so simple we could understand them easily, we’d be so simple we couldn’t.
The west can trace its storytelling back to ancient Greek dramatists whose stories may be chanted or sung, along with musical accompaniment on a certain instrument. Therefore some who would be called folk musicians, starting with Homer and his Iliad and going all the way to the medieval Troubadours, you would tell your story from memory over a few hours and move along. The romantic figure of the blind traveling minstrel accompanying his tales of past heroes can be seen throughout Europe, there are even accounts of highly-respected blind Guslar (Serbian story-singers) as recent as 1918.
Meanwhile many Asian cultures did traveling storytellers, but Confucian ethics made sure they were the lowest form of humanity imaginable, even below merchants. They were portrayed as disloyal mercenaries who contaminated everything they laid their eyes upon. The respected storytellers of this civilization were kept in-house, forming guilds to give members an official status, regulate other performers in their territory and exert control over fees and conditions in regional story houses. The Chinese guilds would even have annual multi-day gatherings, called hui-shu or shu-hui, at which a number of storytellers told their best episodes.

Skyrim Dog RPG Quest

Time is the father of contrast

Time is the father of contrast. The nomadic lifestyle of the western storytellers means they have an economy of time to tell their stories. They have to distil the style down to its most bare and high-impact form. In computer game terms: the first Halo game, in a single story arc of saving the universe and the villain, Guilty-spark, escapes for the next game. Bam! Story done. Audience-impressed –hopefully enough to get paid-, there’s a plot so you can come back for a sequel, time to move on to the next village.
Meanwhile, their Asian storytellers were mostly townsmen, they need to take the same beloved characters and use them across multiple stories and scenarios, the entertainment comes from the context and their interaction; the backgrounds are always being changed so the storyteller will spend less time crafting something that they’re going to change in the next few weeks. The gaming example: Final-Fantasy, you follow the war-ravaged cast of heroes who are in a struggle against all odds to defeat some ancient evil. The worlds are usually large and packed with interesting but constantly changing backgrounds.
These differences go on to influence the perspectives used by the game developers. Games with a complex narrative often involve many characters becoming a group. Such multiple embodiments separate a player into multiple bodies. The player is an outside force influencing the interaction between people rather than the experience by any one character. In contrast, the first-person narrative often has a powerful elegance in its simplicity; the player is immersed into the role of the protagonist.

Japanese painting two guys walking

So, what can we say in the end?

Ultimately there are many paths to making a good storyline. Be they the kishōtenketsu writing style builds on itself and lets the game focus on the mechanics, meanwhile the western epic-conflict takes away from them by focusing on the grand epic storyline.

Posted on 1 Comment

Personality, the Key to Likes

global likes society

Make friends who make sense.

The people GameTree matches you with are not only nearby, around your age, and like the same games as you, but have compatible personalities too. We know this because our recommendations come from the application of the top frameworks in personality psychology. By combining your data with statistics, correlations, and machine learning, you will meet people you want to be friends with.

GameTree Uses:

    1. Your Definition of Fun – The Aesthetics of Play
      We all game for different reasons: roleplaying, intense challenge, engaging stories… We also enjoy playing games with friends who enjoy playing the same way we do.unepic-pc-role-playing-game-1The idea that games deliver on different types of fun was studied by some top game designers and released in a paper called the Aesthetics of Play. It is often used in game creation, but GameTree is the first to use it in a user-facing way. To make it more fun, we’ve personified the aesthetics as gods and goddesses and given them better names.


    1. How You Think – Jungian Typology
      People are kind of likes ants in that we all have natural tendencies to enjoy different activities. We can leverage this diversity to get the most out of life and meet people with the most compatible worldviews.16-personality-typesBased on what kinds of thinking energize/drain us, Jungian Typology matches us to one of 16 “personality types”. In the hundred years since it was invented, it has been become the most popular personality framework in the world, being used in sales, relationships, career placement/development, and much more. The most popular implementations are Socionics and the Myers Briggs Type Indicator (MBTI).


  1. What Motivates You – The Enneagram
    We show love based on the kinds of love we need. As such, our best friendships are the ones where we naturally and easily fulfill each other.

    enneagram-new2-985x1024The Enneagram of Personality explains nine core motivations/fears that we seek to satisfy/avoid. There are patterns whereby people who score highly in certain traits get along better with people of other traits. GameTree is mapping out these patterns on a wide scale to meet peoples’ psychological needs via fun, play, and relationships.


Bringing it Home

GameTree is about leveraging all the information we can to help you find the best gamer friends possible. The more you use it, the smarter it gets, the better your matches. Many matchmaking companies pretend to provide good matches, but in reality don’t want to because it’s not profitable and they can get sued for it. Once they help you, the income stops.

As a public benefit corporation, we are allowed to help our community at the expense of profit maximization, and not get sued. Meet gamer friends and help our cause by downloading GameTree now.


first bump