Having researched how children engage with media for over a decade, we developed the Dubit Archetypes diagram to illustrate children's media consumption.
2. Dubit -
Gamer Archetypes: Diagram
Boys
Girls
6 Years 14 Years
Nurturers: Interested in looking
after their avatar and pets
Combat: Boys interested in
death, violence and destruction
Puzzle Solvers: These types are
interested in solving puzzles and are
mostly girls
Explorers: confident and
curious children driven by
quests and challenges
Social: Older boys and
girls who want to socialize
and chat
Collectors: This
group is interested in
acquiring and accumulating
virtual items and rewards
Having researched how children engage with media for over a decade, we’ve developed the Archetypes diagram to
illustrate the different child gamer archetypes.
Gamer Archetypes
3. Dubit -
Gamer Archetypes: Definitions
The Dubit Gamer Archetypes can be extended further into the typologies below, with examples drawn from
virtual world games:
Explorers:
Confident and curious children driven by quests and challenges. These types were found equally in
both boys and girls across all age groups.
Social Climbers:
Competitive outward children focused on their social position in the virtual worlds they inhabit.
Research highlights a slight bias toward boys.
Achievers:
This group is interested in acquiring and accumulating virtual items and rewards.
This group can be male or female, and tends to be younger children.
Social:
Older boys and girls who want to socialize and chat. Girls become socially
engaged sooner than boys.
Power Users:
These types are interested in helping others by sharing their knowledge of the virtual world. Research
shows a slight bias toward girls but not toward specific ages.
Gamer Archetypes
4. Dubit -
Collectors:
Interested in acquiring and accumulating virtual items and rewards with a perceived value. They are
likely to be older children and slightly more girls than boys.
Show-Offs:
Identity-driven show-offs wanting to make their mark in-world. These types are likely to be older
children with a slight bias toward boys.
Combat:
Interested in death, violence, and destruction. These are likely to be older boys.
Puzzle Solvers:
Interested in solving puzzles and are mostly girls.
Nurturers:
Interested in looking after their avatar and pet (if applicable). They’re likely to be younger
boys and girls, plus older girls.
The Dubit Gamer Archetypes can be extended further into the typologies below, with examples drawn from
virtual world games:
Gamer Archetypes: Definitions
Gamer Archetypes
5. Dubit -
Kids Research
• Market analysis
• Prototype and concept testing
• Competitor analysis and market scoping
• IP / trend spotting
• Design & ideation
• Monetization strategies
• Ethical marketing
• Transmedia modeling
Dubit: Research, Build & Launch
digital experiences for kids brands
Kids Game Development
• Game design and ideation
• Character and brand design
• Game development
• Virtual Worlds and Casual MMOs
Kids Apps
• iOS and Android games
• Interactive storybooks
Launch
• Game promotion and player acquisition
Gamer Archetypes
7. Dubit -
If you’d like to know more about what we do checkout our website dubitlimited.com or send Matthew an
email: matthew@dubitlimited.com. We love to talk!
Address
The Half Roundhouse
Wellington Road
Leeds
West Yorkshire
LS12 1DR
Phone
(+44) 113 3947 920
Email
matthew@dubitlimited.com
Dubit: Get in touch!
Gamer Archetypes
Notas do Editor
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To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n
To write the adventures we created the first programming language designed only for virtual worlds. This programming language allows rapid creation of the things that happen in the world - quests, non-player characters, interactivity, and so on. This is the same technical approach used by popular MMO games, but designed specifically for the needs of casual virtual worlds.\n\n