Game Over (2004) | Team Personality Map

Game Over (2004) - TV Show

Game Over (2004) | Team Personality Map

10/03/2004

Overview

Game Over is an American computer-animated television series created by David Sacks, produced by Carsey-Werner Productions, and broadcast on UPN in 2004. It was canceled due to low ratings. Game Over focused on what happens to video game characters after the game ends. The show is based around the Smashenburns, a far-from-ordinary suburban family that lives in an alternate video game universe.

INTROVERTSENSINGTHINKINGJUDGING
What they bring to the party
Planning, organisation, factual, steady, dedicated, persistent, responsible, detailed, logical, conscientious, hard-working, drive to get things done, ties up the loose ends, tireless, serious.
Not their forte
Being the life and soul, getting close to them, concepts and big-picture thinking, spontaneity, dealing with emotions, dealing with the new, being chucked in at the deep end, constant communication.
ExtravertSENSINGFeelingPerceiving
What they bring to the party
Energy, enthusiasm, people skills, will jump in to help and support others, positive, loves a crisis smooth conflict, bring harmony, entertaining, practical, of the moment, great to be with, chatty, fun.
Not their forte
Dislike detail, planning and steady state, needs the freedom to act immediately, dislike rules and regulations, can struggle with prioritising, focused on the ‘here and now,’ impulsive, not time bound.
ExtravertIntuitiveFeelingPerceiving
What they bring to the party
Creative, friendly, caring, quick, impulsive, enthusiastic, energetic, brings people in, radical, love the new and the complex, curious, forward thinking, flexible, unconstrained, positive, helpful, happy.
Not their forte
Planning, organising, sitting still, need people around, sensitive, can get hurt, of the moment so may struggle to prioritise, needs stimulation, possibilities and the new, not detailed or factual, impatient.
ExtravertSENSINGTHINKINGJUDGING
What they bring to the party
Built to manage, create a plan, marshal the troops and drive for closure, brings clarity and order, strong work ethic, determined, detailed, factual, process-driven, traditional, brings discipline.
Not their forte
New initiatives, they prefer the ‘tried and tested,’ ‘let’s just see’ would irritate them, they need a plan, clear communicator but can be very blunt, competitive, need to control, not creative or ideas driven.
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