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    MMORPGs Personality Type, MBTI

    What is the personality type of MMORPGs? Which MBTI personality type best fits? Personality type for MMORPGs from Video Game Genres and what is the personality traits.

    MMORPGs
    ENTP

    ENTP (9w8)

    MMORPGs personality type is ENTP, thus making him most compatible with the people listed above.

    INTJs are the most likely to be interested in competitive sports like chess, tennis, golf, and even boxing (for INTJs, the game of chess is more about logic than who wins). All of these games require a lot of skill, strategy, and critical thinking. For instance, chess is often thought of as a game of logic rather than chance (although it is actually mostly a game of chance). The same can be said for the other sports mentioned. Competition and winning are not the only things that drive INTJs to compete, though. In fact, INTJs will often compete for a very different reason: they love the sense of accomplishment gained from winning. If they don’t win, it’s a huge letdown for them. They want to win, and they want to win big.

    The same can be said for other competitive activities. INTJs will often compete in a lot of things simply because they enjoy them. They also enjoy playing the roles of champion in their social groups. In addition, competition can make them feel alive and energized.

    A massively multiplayer online role-playing game is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games, the player assumes the role of a character and takes control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player online RPGs by the number of players able to interact together, and by the game's persistent world, which continues to exist and evolve while the player is offline and away from the game. MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005, and Western revenues exceeded a billion dollars in 2006. In 2008, the spending on subscription MMORPGs by consumers in North America and Europe grew to $1.4 billion.World of Warcraft, a popular MMORPG, had over 10 million subscribers as of November 2014. World of Warcraft's total revenue was $1.04 billion US dollars in 2014.

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