Token导航 LogoToken导航

Agent Skill · 研究检索

game-design-big-five-personality-audit(游戏设计大五人格审核)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

game-design-big-five-personality-audit 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为只读;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 39,939。

总安装 1,346周安装 55GitHub Stars 1下载 436核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design-big-five-personality-audit(游戏设计大五人格审核)
来源仓库:https://github.com/stanestane/game-design-big-five-personality-audit
安装命令:
openclaw skills install game-design-big-five-personality-audit
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-design-big-five-personality-audit

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

game-design-big-five-personality-audit 运用大五人格模型解析玩家心理特征。适用于社交系统、成长体系等需深度理解用户动机的模块设计。揭示不同性格倾向对玩法偏好的影响规律。集成于 OpenClaw 生态,支持实时调用进行设计验证。需注意文化差异可能导致的人格特质表现不同。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install game-design-big-five-personality-audit;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

game-design-big-five-personality-audit 怎么安装?

在终端执行 openclaw skills install game-design-big-five-personality-audit。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design-big-five-personality-audit 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design-big-five-personality-audit 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

game-design-big-five-personality-audit 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-design-big-five-personality-audit 用的人多吗?

公开数据是累计安装 1,346 次,近一周安装 55 次,下载 436 次,GitHub 1 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design-big-five-personality-audit 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-design-big-five-personality-audit

游戏设计大五人格审核 · 本页

1,3461只读MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
game-design-big-five-personality-audit
description
Audit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the Big Five personality traits (OCEAN): Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism. Use when evaluating which personality-style preferences a design feels comfortable for, which kinds of players it energizes or exhausts, how much structure, novelty, social intensity, conflict, or emotional pressure it creates, or when you need a personality-fit lens that is different from archetype or motivation-segment frameworks.

Game Design Big Five Personality Audit

Audit a design by asking which OCEAN trait expressions it feels comfortable for, rewards, strains, or quietly repels.

Use this skill to evaluate how a game, feature, flow, or system fits different personality-style preferences using the Big Five: Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism.

Treat these as fit lenses, not diagnostic labels.

Core principle

This is not about pretending a game can be reverse-engineered into a clinical personality test.

The useful question is simpler:

  • what kind of novelty appetite does this design reward?
  • what kind of structure tolerance does it demand?
  • what level of social intensity does it assume?
  • how cooperative or adversarial does it feel?
  • how emotionally rough, stressful, or safe is it?

Those questions map surprisingly well onto OCEAN-style differences.

Start with the reference notes

Before auditing, read references/big-five-notes.md.

That file contains the trait summaries, game-design interpretation rules, and anti-pattern warnings for using OCEAN responsibly.

What to produce

Generate:

  1. Audit target - what is being reviewed and what it is supposed to do
  2. Trait-fit readout - how the design lands for each Big Five trait dimension
  3. Comfort and strain profile - who is likely to feel naturally at home versus overloaded or alienated
  4. Cross-trait tensions - where serving one trait expression harms another
  5. Design implications - what the design is really asking players to tolerate or enjoy
  6. Recommendations - what to strengthen, soften, separate, or clarify

Process

1. Define the audit target

Clarify:

  • what is being audited
  • what role it plays in the product
  • whether it is core, optional, onboarding, progression, monetization, social, competitive, or endgame
  • whether the design needs broad accessibility or can be narrow and demanding

Write:

  • Design being audited
  • Intended job
  • Scope
  • Breadth requirement

2. Audit for Openness

Treat this as the novelty, curiosity, ambiguity, and imagination lens.

Ask:

  • Does the design reward curiosity, experimentation, or unusual combinations?
  • Is there room for self-expression, aesthetic appreciation, or discovery?
  • Does it support multiple paths, interpretations, or play styles?
  • Does it punish deviation from the obvious route?
  • Is novelty meaningful, or just noisy and confusing?

Look for:

  • discovery
  • emergent interactions
  • expressive customization
  • aesthetic richness
  • non-obvious strategies
  • mystery and experimentation

Interpretation:

  • High-openness fit usually means the design feels rich, curious, and rewarding to explore
  • Lower-openness fit usually means the design is more familiar, explicit, stable, and convention-friendly

3. Audit for Conscientiousness

Treat this as the structure, planning, discipline, and completion lens.

Ask:

  • Does the design reward planning, consistency, optimization, and order?
  • Are goals, tasks, and systems legible enough to support disciplined play?
  • Does the design create satisfying structure or oppressive maintenance burden?
  • Are checklists and routines rewarding or exhausting?
  • How much does the experience punish inconsistency or sloppy play?

Look for:

  • routine loops
  • optimization pressure
  • collection/completion structures
  • schedules and timers
  • ordered progression
  • maintenance burden

Interpretation:

  • High-conscientiousness fit often means the design rewards planning and follow-through
  • Lower-conscientiousness fit often means the design is more improvisational, loose, forgiving, or anti-obligation

4. Audit for Extraversion

Treat this as the social intensity, energy, visibility, and stimulation lens.

Ask:

  • Does the design come alive around other people?
  • Does it reward visibility, talkativeness, presence, or leadership?
  • Is there a lot of social energy, noise, or activity?
  • Does it over-demand participation from players who would rather engage quietly or solo?
  • Can introversion-style players engage meaningfully without feeling socially crowded?

Look for:

  • multiplayer dependence
  • group rituals
  • chat and voice usage
  • social visibility
  • team roles
  • high-arousal action

Interpretation:

  • High-extraversion fit often means lively, visible, socially energizing play
  • Lower-extraversion fit often means quieter autonomy, optional social contact, or asynchronous sociality

5. Audit for Agreeableness

Treat this as the cooperation, trust, harmony, and interpersonal harshness lens.

Ask:

  • Does the design reward helping, cooperation, support, or prosocial behavior?
  • Does it create conflict, betrayal, humiliation, or harsh comparison?
  • How safe does social interaction feel?
  • Does the design assume players enjoy adversarial pressure?
  • Are players encouraged to care for others, or to exploit them?

Look for:

  • co-op
  • gifting/helping
  • supportive roles
  • trust structures
  • betrayal mechanics
  • griefing potential
  • dominance incentives

Interpretation:

  • High-agreeableness fit often means warm, cooperative, low-cruelty design
  • Lower-agreeableness fit may mean sharper rivalry, cutthroat play, or socially aggressive energy

6. Audit for Neuroticism

Treat this as the stress sensitivity, punishment tolerance, and emotional volatility lens.

Ask:

  • How punishing, humiliating, uncertain, or stressful is the design?
  • How much loss aversion, FOMO, or social evaluation pressure does it create?
  • Are mistakes recoverable?
  • Does failure teach calmly or slap the player emotionally?
  • Does the design offer safety, reassurance, clarity, or soothing routines where needed?

Look for:

  • punishment severity
  • scarcity anxiety
  • public failure exposure
  • opaque systems
  • recovery speed
  • emotional safety nets
  • comfort-loop potential

Interpretation:

  • Higher-neuroticism fit usually requires more reassurance, predictability, and survivable failure
  • Lower-neuroticism fit can tolerate harsher setbacks, ambiguity, and pressure without emotional collapse

7. Build the trait-fit profile

For each trait dimension, describe:

  • who is more comfortable
  • who is more strained
  • what exact design property causes that fit or strain

Use this format:

TraitHigh-expression fitLow-expression fitMain evidenceMain risk
Openness............
Conscientiousness............
Extraversion............
Agreeableness............
Neuroticism............

8. Identify cross-trait tensions

Look for cases where serving one trait expression harms another.

Common tensions:

  • Novelty vs clarity - openness-serving depth creates confusion for lower-openness players
  • Structure vs freedom - conscientiousness-serving order suffocates players who want looser improvisation
  • Social energy vs quiet autonomy - extraversion-serving visibility crowds lower-extraversion players
  • Competition vs harmony - lower-agreeableness conflict energy poisons high-agreeableness comfort
  • Pressure vs safety - low-neuroticism challenge intensity crushes high-neuroticism players

Ask:

  • Which tension is intentional?
  • Which tension is accidental?
  • Does the feature need to choose a side, or should it separate modes more cleanly?

9. Convert the audit into design implications

Translate findings into practical design language.

Examples:

  • if the design strongly favors high conscientiousness, ask whether maintenance burden is too high for broader audiences
  • if the design strongly favors high openness, ask whether onboarding gives enough grounding for less exploratory players
  • if the design strongly favors extraversion, ask whether solo or asynchronous alternatives exist
  • if the design strongly favors low agreeableness, ask whether toxicity or social cruelty is becoming part of the product identity
  • if the design strongly disfavors higher neuroticism, ask whether failure, ranking, or FOMO pressure is harsher than necessary

10. Recommend changes

For each major issue, specify:

  • Trait dimension affected
  • Current issue
  • Design cause
  • Suggested change
  • Expected effect

Prefer recommendations that:

  • preserve the intended audience
  • reduce accidental exclusion
  • separate incompatible needs when one system cannot serve both
  • make emotional cost visible instead of pretending the design is universally comfortable

Response structure

Audit Target

  • ...

OCEAN Readout

  • Openness: ...
  • Conscientiousness: ...
  • Extraversion: ...
  • Agreeableness: ...
  • Neuroticism: ...

Trait-Fit Profile

  • ...

Cross-Trait Tensions

  • ...

Design Implications

  • ...

Recommendations

  1. ...
  2. ...
  3. ...

Fast mode

  • What kind of novelty appetite does this design assume?
  • How much structure and maintenance burden does it demand?
  • How socially loud is it?
  • How cooperative versus adversarial is it?
  • How emotionally harsh or safe is it?
  • Which trait expression is most strongly favored?
  • Which trait expression is most likely to bounce?

Working principle

Some games fail not because they are bad, but because they quietly assume the wrong kind of person will enjoy their pressure, noise, ambiguity, or obligations.

Use OCEAN to make those assumptions visible.

平台分布

OpenClaw

74.84%
按下载量换算326

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

继续浏览同类 Skills