1.
Introduction.
The (non-psychological)
games we play open a window to who we are, what we excel at, and how they may
fit with what we do in life. Knowing and understanding their relevance to your
life could be most important in understanding your success or lack thereof. It
can help parents to understand more clearly the inner workings of their
children and even themselves. In this brief essay, we take up how games may
well point to preferences in our jobs. In fact, it may show a mismatch between
games and profession may help understand dissatisfaction in the workplace. Also
included is a limited discussion of non-gamers, a perfectly acceptable
decision.
You are
most likely a gamer of some sort, maybe not digital, sports, cards, or on a
board, but a gamer, nonetheless. Many games can form addictions, an aspect not
addressed here.
The brief
essay may serve as a non-technical guide for school counselors, recruiters, and
others wanting an indirect background picture of a person under study or consideration.
As a personal note, when I compared by job as a professor, my games matched well.
Does yours?
2.
Bartle’s
Taxonomy.
The Bartle
Taxonomy of player types, developed by Richard Bartle in his seminal 1996
paper, published only thirty years ago, categorizes gamers into four primary
motivations: Achievers, Explorers, Socializers, and Killers. While
we are not pursuing psychological games, gamers of all types do have psychological
characteristics, or at least descriptors.
Originally
derived from observations of players in Multi-User Dungeons (MUDs), this
framework posits that individuals engage with games along two axes: preference
for acting on the world versus interacting with players, and preference for the
world versus other players. This results in distinct playstyles that reveal
underlying personality traits and motivations. Understanding these types offers
more than insights into game design; it serves as a predictor of professional
inclinations. Research demonstrates that video game preferences correlate with
career interests, as gaming motivations align with vocational traits like
competitiveness, curiosity, and social orientation.
For
instance, players drawn to competitive genres show stronger interests in STEM
fields such as engineering and physical sciences, while social gamers lean
toward collaborative roles.
Gender
moderates these links, with competitive play particularly boosting women's STEM
aspirations. By mapping game likes to Bartle types, educators and career
counselors can forecast fits: an Achiever grinding leaderboards might thrive as
an engineer, while a Killer dominating PvP (Player versus Player) could excel
in law. This predictive power stems from games as low-stakes simulations of
real-world behaviors, amplified in gamification for workplaces and training. In
contrast, PvE (Player versus Environment) focuses on overcoming
challenges against computer-controlled enemies, such as monsters, quests, or
bosses.
3.
Indicators
of the Four Player Types and Their Professional Indicators
Bartle's
types encapsulate core drives, blending in individuals but dominating in
preferences. Each maps to professions where traits shine.
Achievers pursue points, levels, and
mastery, thriving on measurable progress like leaderboards or 100% completions.
They are
persistent, efficient, and self-competitive. Professions: project managers
(milestone tracking), accountants (audits/balances), sales executives (quotas),
engineers (prototypes/optimizations), data analysts (KPIs), pilots (flight
hours), surgeons (successful procedures), athletes chasing personal bests
(e.g., marathon runners), financial traders (portfolio growth), and quality
assurance testers (bug quotas). Students that excel in their classes may well
fit here as achievers.
Explorers delight in discovery, lore, and mechanics, experimenting patiently like mapping uncharted areas or exploiting glitches.
Curious
and analytical, they suit investigative roles: researchers (lab hypotheses),
scientists (experiments), journalists (scoops), archaeologists (digs), software
testers (edge cases), detectives (clues), writers (world-building), historians
(archives), geologists (field surveys), and market analysts (trend hunting).
Socializers prioritize chats, alliances, and role-play, using games as social hubs like guilds or forums.
Empathetic
team-builders, they excel in: teachers (classroom dynamics), HR specialists
(team building), marketers (campaigns/networking), counselors (therapy), event
planners (conferences), diplomats (negotiations), nurses (patient care),
community managers (online forums), politicians (constituencies), and customer
service leads (relationship management).
Killers seek domination via PvP, or
outsmarting foes, fueled by thrill and power. Strategic and aggressive, they
dominate adversarial fields: lawyers (court battles), competitive salespeople
(deals), military strategists (tactics), contact sport athletes (e.g., boxers,
wrestlers), negotiators (high-stakes deals), CEOs (market conquests), stock
traders (short-selling), surgeons (crisis operations), bounty hunters
(real-world analogs), and debate champions (verbal takedowns). These mappings
draw from Bartle's observations and extend via gamification, where leaderboards
motivate Killers/Achievers in sales, while social features engage Socializers
in teams.
Incidentally,
poker, with strategic aggression, risk-taking, and psychological insight, fits
will within these constraints, together with Achievers. Low stakes or high,
both fit. However, more serious players can develop serious pathologies, for
which we are ill-equipped to discuss.
According
to Bartle, these four categories complete the taxonomy, though subcategories
and combination categories always arise. Let’s summarize all this in a table.
Table
1. Summary of game
types, motivations, and respective players.
4.
Individual
and Team Sports in the Taxonomy.
Bartle
explicitly analogizes types to real-world activities, grounding the framework.
Individual sports like tennis or golf align primarily with Achievers,
emphasizing personal progression, scores, and self-mastery, "games like
chess, tennis" appeal to their goal-oriented play. It is suggested,
however, that while tennis players covet high positions on leaderboards together
with money, they perform more like
Killers on the court.
Secondary
Killer traits emerge in direct rivalry, as in checkmate or aces. Examples:
tennis pros (Elo rankings), golfers (handicaps), track sprinters (records),
swimmers (laps), archers (bullseyes), and weightlifters (personal maxes), all
reward persistent achievement amid competition. Team sports like soccer,
basketball, or hockey lean Killer-primary, mirroring sports like hunting,
shooting, fishing for imposing will on opponents.
Socializer
elements add via coordination, with Achievers tracking team stats. Examples:
soccer forwards (goals/assists), basketball point guards (plays), hockey
enforcers (checks), rugby players (tackles), volleyball setters (passes), and
American football quarterbacks (drives), blending predation, collaboration, and
progression. Video game variants (FIFA, NBA) amplify this in multiplayer.
5.
Chess
and Sudoku: Single-Player Fits.
Even
non-multiplayer games slot into Bartle via analogies. Chess epitomizes
Achievers (primary), with structured progression through openings, middlegames,
and Elo climbs, "like chess or tennis."
Killer
secondary thrives on checkmating rivals. Examples: Grandmasters (ratings),
speed chess players (blitz wins), puzzle solvers (tactics). Professions
reinforced: engineers (strategic builds), lawyers (endgames).Sudoku fits
Explorers (primary), as grid-mapping rewards logic discovery and rule
experimentation, akin to "puzzles" for world-interaction.
Achiever
secondary enjoys completion. Examples: Daily solvers (variants), tournament
competitors (times). Professions: scientists (hypotheses), software testers
(debugging). In the popular board games venue, Monopoly fits the Killer
category and Scrabble is more aligned with the Achievers category.
6.
Non-gamers.
People who
do not play games, especially video games, represent a heterogeneous group
influenced by demographics, psychology, and lifestyle choices. Common reasons
for avoidance include time limitations from work or family obligations, fears
of addiction (particularly among those with addictive tendencies or ADHD), and
a lack of appeal or understanding of games' depth. Older individuals are more
likely to abstain, often viewing gaming as immature or unproductive, while
perpetuating stereotypes of gamers as isolated.
Instead,
non-gamers channel their time into alternative activities that fulfill similar
needs: reading books or watching media for escapism, engaging in physical
sports or outdoor pursuits for competition and health, socializing with
friends/family or volunteering for connection, and creative hobbies like
crafting or music for achievement. Personality traits such as higher
extroversion and conscientiousness may predispose them to prefer real-world
interactions over digital ones, potentially steering them toward hands-on
professions like trades or teaching.
Mutual
misconceptions exist. Gamers see non-gamers as "missing out," while
non-gamers criticize gaming as wasteful, highlighting subjective hobby values.
Ultimately, non-gamers often lead balanced, non-digital lives, avoiding
gaming's risks like sleep disruption while embracing tangible fulfillment.
7.
Conclusions.
The Bartle
Taxonomy of Player Types provides a robust framework for understanding gaming
motivations. Achievers' drive for progression, Explorers' quest for discovery,
Socializers' emphasis on interaction, and Killers' pursuit of dominance—mirror
real-world professional strengths, offering predictive insights into career
trajectories.
Empirical
studies confirm this linkage: competitive gaming preferences correlate with
STEM interests like engineering and sciences, while social motivations align
with interpersonal roles, with effects amplified for women. Similarly,
challenge-oriented play predicts scholarly pursuits, and arousal-seeking ties
to adventurous occupations.
Extending
to non-digital pursuits, individual sports and chess embody Achiever/Killer
blends for strategic, goal-driven professions like engineering or law, team
sports fuse Killer/Socializer traits for leadership in military or athletics,
and Sudoku exemplifies Explorer patience for investigative fields such as
research or IT—hobbies that signal analytical prowess under RIASEC's
Investigative type.
This
predictive power manifests practically: adolescents' gaming hobbies like
Minecraft modding propel them into high-wage IT careers (median $104,420), with
parental support facilitating the "hobby-to-career" shift.
Employers now leverage games for hiring, valuing strategy titles (e.g., StarCraft) for problem-solving in operations or World of Warcraft for collaboration in customer service—skills 43% struggle to train traditionally.
Career
counselors can deploy Bartle tests alongside vocational assessments, while
gamification tailors leaderboards for Achievers or social features for
Socializers to boost engagement in training.
Ultimately,
game preferences serve as a low-stakes oracle for vocational destiny,
transforming leisure into levers for fulfillment. However, this taxonomy is not
hard and fast. BTW, this topic is currently active in psychological research.
Finally,
this taxonomy, focusing on games, which is a form of problem-solving, reveals
the type of problems a person prefers. And this informs employers and educators
alike.
References.
1.
Bartle,
R. A. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. MUSE Ltd.
http://mud.co.uk/richard/hcds.htm
2.
Giammarco,
E. A., Schneider, T. J., Carswell, J. J., & Knipe, W. S. (2015). Video game
preferences and their relation to career interests. Personality and Individual
Differences, 73, 98–104. https://doi.org/10.1016/j.paid.2014.08.015
3.
Kumar,
J., Herger, M., & Dam, R. F. (2025, October 24). Bartle’s player types for
gamification. IxDF - Interaction Design Foundation. https://www.interaction-design.org/literature/article/bartle-s-player-types-for-gamification
4.
Peterson,
E., Van Noy, M., Scovill, S., & Edwards, R. (2024). From hobby to career:
Video games as a pathway to IT studies and jobs [Study by Rutgers Education and
Employment Research Center]. Journal of Advanced Technical Education. https://www.rutgers.edu/news/all-time-your-kids-play-video-games-could-lead-career-study-finds
5. Perna, M. C. (2023, November 14).
Why more employers want to hire people based on their video game skills. Forbes.
https://www.forbes.com/sites/markcperna/2023/11/14/why-more-employers-want-to-hire-people-based-on-their-video-game-skills/
6.
SIGMA
Assessment Systems. (n.d.). Gaming & career selection. Retrieved February
17, 2026, from https://www.sigmaassessmentsystems.com/gaming-career-selection
7.
Job
Personality. (n.d.). RIASEC theory. Retrieved February 17, 2026, from https://jobpersonality.co.uk/riasec-theory
©2026 G Donald Allen

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