Your color: Egyptian blue

Your landscape: Deep peach

Your gamer psychographic profile

For each family, the percentage represents to what extent you are concerned.

Your profile versus the World

For each family, the percentage represents the rate of population that is less concerned than you. For example: 70% in 'Social' versus the World (this graphic) means that the 'Social' score of your gamer's profile (the first graphic) is higher than 70% of the gamers' scores who took the test.

In other words, a score of 70% means 30% of gamers are more motivated than you. 0% means you are less motivated than everyone else and 100% that you are more; 50% means you are perfectly in the average of gamers.

Your game time
Current game time
28 % Less than you
18 % Like you
54 % More than you
Ideal game time
76 % Less than you
24 % Like you
0 % More than you

The two gauges show how you are placed compared to the game times (actual and ideal) of the rest of the world.

The closest content creators to you


YouTube / Twitch


88 %



Indie Gaming

83 %



General Gaming

79 %


Your psychographic profile consists of a set of motivations that push you to choose your video games. These motivations are distributed between seven families which are: Accomplishment, Content, Emotional, Rules, Routine, Sensory and Social.

We represent this profile by a colour as well as a landscape. The colour is the synthesis of your affinity in each family while the landscape is dependent on your position relative to the average psychographic profiles of players from the rest of the world.

Note that your psychographic profile is like you: it can evolve with time! Indeed, your motivations, tastes or wishes can change.

Below, a description of each family is given. The higher a family's value is, the more affinities with the correspondent video games you'll get for this family.




vs the World


The players with a high value in 'Accomplishment' generally favour what they will get from the game experience more than the game itself. Whether it is surpassing oneself, gaining something virtual, material, intellectual, spiritual, to become someone better or more complete, it is this relation to self that pushes this type of players to start a video game.

To draw a parallel with cooking, it would be those who wish to learn or improve their cooking skills, who wish to reflect on what they consume, to have an impact on society or to cultivate their culinary traditions.




vs the World


Theme, character, history, narrative, immersion, collection... As its name suggests, it is what can be found inside video games which players with a high value in 'Content' are most interested in.

From a cooking point of view, it would be people who prefer the ingredients than the dish itself.




vs the World


Never mind the players' motivations, each interaction in a video game procures positive and negative emotions; only, players who have a high 'Emotional' value will set themselves a goal to feel these emotions directly, no matter how the game takes care of it. It means that it is not the way they will feel them that interests them, as long as they feel them.

If we had to compare it with cooking, it would correspond to people who select what they eat according to what a dish or an ingredient makes them live or what emotion it reminds them of. A well known example in literature is the story of 'Proust's Madeleine', which triggers a powerful nostalgic feeling and old souvenirs rise when the narrator of the novel eats a Madeleine.




vs the World


Players who favour routine are generally interested in the video game by pretext rather than what it represents. It is a good solution for them to fill all the holes in their planning, to create reassuring habits or to satisfy adepts of 'farming' (way to do the same action in a loop in order to gain, for example, riches, loot or experience in a video game).

In cooking, we could compare these people to those who eat because they have to, not by indulgence.




vs the World


Players with the highest value in this family are known as 'rules-sensitive', since what interests them the most before anything else is what makes the specificity of games compared to any other cultural media: the interaction through the rules and game mechanics.

Still in our parallel with cooking, it would be people who are interested in the recipe, the creation, the preparation of the ingredients and the various ways to work them.




vs the World


A video game is also a way to stimulate senses. Using the best know-how from cinema, music, but also from technology and real objects via augmented or virtual reality, it is this aspect that players with a high value in 'Sensory' like.

From a culinary point of view, these people focus on taste, textures, odours and the dressing of the dish (plate visual) over anything else.




vs the World


The video game is, for people with a high value in 'Social', first and foremost, a competitive or cooperative social activity which we share with others, may it be with family, friends or others players from all over the world. For them, a video game must be, above all, multiplayer and is less attractive if it only has a solo experience to offer.

We could compare people from this category to those who mostly love cooking with/and/or for others, to share meals with many people, and/or to take part in culinary competitions.

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