Bartle Test of Gamer Psychology Type

How the Scales are Structured
Who Usually Takes This Test?
See How You Compare
Below is a preview of how scores are typically distributed across each scale.
Example Questions From the Test
- Chatting with friends in the tavern
- Hunting orcs alone to gain experience points
- Defeat a powerful monster
- Brag about it to your friends
- Taking part in the storyline
- Receiving the reward at the end
Bartle Test of Gamer Psychology Type - Description and methodology of the test
People who want to understand why certain game experiences feel rewarding can use the Bartle Test of Gamer Psychology Type as a starting point. It is intended for players and self-observers who want to compare preferences for progress, interaction, discovery, and rivalry. This Bartle gamer psychology test produces a profile of motivational tendencies rather than a fixed identity, giving you language for the kinds of play that hold your attention.
What This Assessment Explores
Paired choices about rewards, social contact, discovery, and rivalry form the method used by this Bartle player types test, showing which experiences are most attractive to you. A higher result indicates a stronger preference in that area; it does not mean the other motivations are missing.
The four displayed dimensions are:
- Achiever (0-100) measures rewards, goals, progress, completion, and recognition; Low Achiever drive 0-39, Moderate Achiever drive 40-69, High Achiever drive 70-100.
- Socializer (0-100) measures communication, relationships, cooperation, support, and shared experiences; Low 0-33, Moderate 34-66, High 67-100.
- Explorer (0-100) measures discovery, secrets, mechanics, details, and understanding the game world; Low Explorer 0-33, Moderate Explorer 34-66, High Explorer 67-100.
- Killer (0-100) measures rivalry, challenge, dominance, leadership, and influence over other players; Low 0-33, Moderate 34-66, High 67-100.
Methodology and Scientific Basis
Each item presents two game-related alternatives, and you choose the one that better matches what you would enjoy, value, or do. The scenarios span rewards, status, exploration, cooperation, conflict, and knowledge, so the profile covers several play contexts rather than one genre.
Because it records stated preferences rather than gameplay records, this gamer personality type test uses self-report responses. The closest source is the 39-item Bartle Test of Gamer Psychology by Andreasen and Downey, published in 2001; this online version adapts that paired-choice questionnaire and reflects Bartle’s four-part model. This online version has no stated population norms, reliability estimates, or independent psychometric evidence.
The questionnaire presents four displayed results, but point values and the item-to-score conversion are not documented.
Current mood, recent games, preferred genres, and self-presentation can influence answers, so the result is most useful for reflection and discussion about play preferences.
- Andreasen, Erwin S., and Brandon A. Downey. “The MUD Personality Test.” The MUD Companion, no. 1, 2001, pp. 33-35. ISSN 1499-1071.
- Bartle, Richard A. “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs.” Journal of MUD Research, vol. 1, no. 1, 1996, pp. 1-19.
- Bartle, Richard A. Designing Virtual Worlds. New Riders, 2003. ISBN 978-0-13-101816-7.
- Park, Sungjin, Kyoungsoon Min, and Sangkyun Kim. “Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences.” Sustainability, vol. 13, no. 16, article 9121, 2021. DOI 10.3390/su13169121.
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