Psychometrics in games
a detailed look at the quantic foundry model
Keywords:
psychometrics, gaming motivations, game development, game marketing, Quantic Foundry, audience segmentation, value proposition, hypothesis testing, data-driven approach, product analytics, player motivational profileAbstract
This article addresses the problem of high uncertainty in the video game industry, driven by the complex, multi-component nature of game products and the limited applicability of traditional evaluation methods at early stages of development. As one of the tools for reducing this uncertainty, the article proposes a psychometric approach aimed at formalizing players' gaming motivations. The Quantic Foundry gaming motivation model is examined in detail, including its methodological foundations, key motivational dimensions, as well as its strengths and limitations. Drawing on the applied experience of the Polden publishing studio, the article demonstrates the practical applications of psychometrics in game marketing: audience segmentation through motivational profiles, the development of differentiated value propositions that account for regional and cultural specifics, and early-stage testing of product and marketing hypotheses without the need to build a fully functional product. The effectiveness of the approach is illustrated through two case studies — Totally Secure Airport and Cartel Pilots Wanted — in which the application of psychometric methods enabled high levels of audience engagement and wishlist accumulation at moderate marketing costs. The author concludes that psychometric analysis, especially when combined with expert evaluation, cultural and sociological research, and competitive analysis, significantly increases the validity of product and marketing decisions. The article also discusses the method's limitations related to data quality and interpretation complexity, as
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Copyright (c) 2026 Ярослав Шалашов

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