You Are Who You Play You Are?

MIT Media Lab
Nov 24, 2015 · 6 min read

GAMR seeks to understand the relationships between game play and real-life behavior

Data collection takes place through a website at, where players of League of Legends, World of Warcraft, and Battlefield are invited to participate in return for a custom personality profile.

Video games offer fictional and fantastic worlds to explore, worlds in which our actions are free from concrete real-world consequences. They allow us to direct deep narratives, explore alternate realities, exercise cognitive skills, and experience complex social connections. All of this has made games the ascendant form of mass entertainment for several generations of players.

When we step into the fiction of video games, we choose–consciously and subconsciously–to act out a version of ourselves, or to deviate from and experiment with our identities. But how far can we (or do we) deviate from our real-world selves when we play?

Real-life skills, interests, and abilities might be reasonably expected to transfer into in-game behavior. But one key aspect of in-game behavior–unlike the real world–is that it can be extensively tracked and analyzed. This analysis is used frequently by game developers to understand their players better, seeking to make better games. If such analyses can be coupled with thoughtful analysis of real-world behavior, we can start to understand the relationship between the two.

GAMR (Game and Mind Research), a collaboration between the Playful Systems research group at the MIT Media Lab and the Games group at Tilburg University, is marrying detailed cognitive analysis of players to the deep data provided by their behavior in games like League of Legends, Battlefield, and World of Warcraft. From the way someone plays, is it possible to tell how social, conscientious, or creative they are? GAMR is setting out to find the answer to these questions and many others.

Launched in November 2015, GAMR is an exploratory study to pinpoint what cognitive traits can be determined from game behavior, and how. The study samples the full range of who, why, what, when, and how the player engages with video games, by finding the connections between two separate sets of data: players’ game behavior on the one hand, and their cognitive traits on the other.

Big Games Offer Big Insights

Given the breadth of the field–from Candy Crush to Grand Theft Auto–it would be impossible to sample all video game behaviors for any large group of players. GAMR is therefore focused on collecting data from three major games: League of Legends (LoL), World of Warcraft (WoW), and Battlefield (BF). Each of these represents one of the most popular genres of online video games. They have player bases running into the tens of millions of players, and most importantly, revolve around player-to-player interactions. Each of these three games also represents a distinct genre of gameplay:

  • League of Legends is part of the Multiplayer Online Battle Arena (MOBA) genre. Set in a fantasy world, the gameplay consists of competitive, 5-v-5 matches with an emphasis on action and strategy. Skilled players excel through teamwork and strategic insight, bolstered by fast reflexes and accurate hand-eye coordination. The game plays out from a third-person perspective; the player’s perspective is above the avatar, overlooking the game world and the player’s allies and enemies.

These three games (which represent roughly 120 million players globally) cover the bulk of gameplay mechanics and player interactions available in the major online game genres.

We expect that the tactical, aesthetic, and social choices a player makes in games such as Battlefield reflect cognitive traits expressed in daily life.

Just as it wasn’t feasible to sample all game behavior from all players, it is similarly impractical to sample all cognitive traits as they are currently understood as science. Instead, GAMR focuses on three cognitive traits that broadly describe the players’ personalities, measured using extensively validated psychological tests:

  • Who is the player? Personality is determined using the Big Five model of personality. It describes our personality in five main traits: Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism.

Gaming motivations are reflected back to the participant as one of sixteen gamer types, such as Lone Wolf, Gladiator, and Maverick. If you’re curious about who you really are, and you play LoL, WoW, or BF, this is your chance to find out.

What is Your Gamer Type?

GAMR launched publicly a few weeks ago. If you play any of these games, please participate. On completing the survey, every participant gets a detailed profile of their cognitive traits.

We are actively gathering data for the study, looking for players who are curious themselves, and reaching out to various gamer communities to encourage players to participate. Please share it as you see appropriate with your friends, whether in the real world or in-game.

Participants are given a fun and detailed GAMR Profile showing their gamer type, personality, and brain type. You can find out yours at Project GAMR.

For now, the question remains: Can game behavior reveal our cognitive traits? What are the interactions between them? GAMR lies at the scientific forefront in understanding individuals based on their behavior as players. What we learn might be used to optimize games to make them better, or assist learning overall, or even to use games to supplement traditional self-report measures of personality testing.

Whatever our findings turn out to be, GAMR will continue to expand our understanding of both games and gamers. It will provide insights into how our minds adapt to these new worlds where we spend our time, and who we are when we arrive in them.

Both as an inquisitive game researcher and avid gamer, Shoshannah Tekofsky looks at what video games can offer us in the present and the future. With a background in psychology, cognitive science, computer science, and artificial intelligence, she is now tackling a PhD program in Player Modeling in Video Games at the Tilburg University, The Netherlands. She specializes in big data projects that seek to discover the connections between our cognitive traits and our behavior in virtual worlds. Read more about her research at and

Kevin Slavin is assistant professor of media arts and sciences, and founder of the Playful Systems group at the MIT Media Lab. Prior to the Media Lab, he co-founded Area/Code, which pioneered large-scale real-world games using mobile, pervasive, and location-aware technologies. The studio worked with Disney, Nokia, Nike, MTV, and the Knight Foundation before being acquired by Zynga in 2011. His work has been shown at the Museum of Modern Art, the Design Museum of London, and covered in most major journals; his talk “How Algorithms Shape Our World” is one of the more popular TED talks online. He is the vice-chairman of the board of trustees of Cooper Union.


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The MIT Media Lab is one of the world’s leading research and academic organizations, where designers, engineers, artists, and scientists strive to create technologies and experiences that enable people to understand and transform their lives, communities, and environments.