Extraversion
A lot of this one has been mapped to stuff like online multiplayer and how you react to people. It would be interesting, however, to see how a lot of these map to singleplayer games. For instance, in other game psychological research I've seen, (see: autonomy, competence, relatedness, as well as Nicole Lazaro's work) a feeling of social worth and social interaction could be stimulated through AI and NPCs. Something to speculate on/think about, anyhow.
Friendliness. Friendly people genuinely like other people and openly demonstrate positive feelings toward others. They make friends quickly and it is easy for them to form close, intimate relationships. Low scorers on Friendliness are not necessarily cold and hostile, but they do not reach out to others and are perceived as distant and reserved.
So...this is an interesting one. I kind-of blew his curve here, because I score low on friendliness, and yet I will chat with people and make smiley faces to them in online games. I feel like there's a big difference, for me, between socializing on the internet (where I am much less reserved) and socializing in real life.
Gregariousness. Gregarious people find the company of others pleasantly stimulating and rewarding. They enjoy the excitement of crowds. Low scorers tend to feel overwhelmed by, and therefore actively avoid, large crowds. They do not necessarily dislike being with people sometimes, but their need for privacy and time to themselves is much greater than for individuals who score high on this scale.
To use me as an example (very ungregarious) I love teamwork, and love working in teams, but like...teams of 3 or 4 are plenty. I think 2v2 is an excellent format in pretty much every game, but the thought of, say, a 40-person raid in an MMO just sounds like chaos.
So actually, here's an interesting note: I like a lot of one-player games that have large casts (Valkyrie Profile, FFT, Fire Emblem, Advance Wars: Dual Strike) but I'm wondering if I would actually like them more if they had smaller casts. Although...those games don't have too many people in any one scene. Now, Suikoden 2, on the other hand, often felt like chaos to me, with a giant castle full of people. I remember feeling mildly uneasy during the castle sections, and more comfortable when taking 6 characters into a dungeon. But I might be reading too much into this.
Assertiveness. High scorers Assertiveness like to speak out, take charge, and direct the activities of others. They tend to be leaders in groups. Low scorers tend not to talk much and let others control the activities of groups.
Again, easily mapped to online experiences. Do you want to be a clan leader? Would you rather have someone tell you what to do?
It would not surprise me if there WAS a single-player mapping for this one. Metroid is jumping to mind as a potential example--modern Metroid games (starting with Prime and Fusion) pinged the map for you on where to go next. And this really angered a section of the old-school Metroid fanbase.
Activity Level. Active individuals lead fast-paced, busy lives. They move about quickly, energetically, and vigorously, and they are involved in many activities. People who score low on this scale follow a slower and more leisurely, relaxed pace.
I'm going to have to ping Jason for more detailed notes on this one, as I'm having trouble remembering from memory.
I believe he had linked it to the quantity of activities offered. (So GTA would have a high quantity, and Touhou would have a low quantity).
Excitement-Seeking. High scorers on this scale are easily bored without high levels of stimulation. They love bright lights and hustle and bustle. They are likely to take risks and seek thrills. Low scorers are overwhelmed by noise and commotion and are adverse to thrill-seeking.
He linked this one with high-action thrill-seeking aesthetics. So like...Resident Evil 4 kind of stuff I guess.
Which...well...actually, I think there might be an issue with the standardized test being used here. A lot of the questions were stuff like "would you do an activity that might get you injured?" (in my case: what? No, why would I do that?) But does that mean I avoid games with flashes and explosions? Err...no, there's no real risk, it's a game.
Cheerfulness. This scale measures positive mood and feelings, not negative emotions (which are a part of the Neuroticism domain). Persons who score high on this scale typically experience a range of positive feelings, including happiness, enthusiasm, optimism, and joy. Low scorers are not as prone to such energetic, high spirits.
In my case, at least (very cheerful) this was linked with stuff like Lilka hitting people with umbrellas and Yumei doing the chicken dance.
Actually, here's an interesting point: apparently some of the people who are into the 95+ (or 5-) range of the scale become kind-of snobs of that facet. Like...when he asked me "would you preorder a game that you thought had something like this" I was like "Well...I guess I would if I knew, but I can only think of about five games with stuff like this." Which is to say, in retrospect I guess there are a lot of games with cheerful themes, but damn it, they just can't compare to chicken dancing mermaids.