http://doi.org/10.1037/0003-066X.55.1.68. Expanding on the Player … These are the ‘carrot and stick’ motivations. Wage Slave – They are driven by Externally Regulated Behaviour.

They´ll do whatever it takes to gain something for themselves.

The Four Player Types and The Right Gamification For Them Explorers. Not a million miles away from Bartle’s types, but there are some important differences. [October 2018 Update] Another great study has come out from the HCI guys, it can be found here Empirical validation of the Gamification User Types Hexad scale in English and Spanish. Notify me of follow-up comments by email. Considering Gamification Player Types. (1999). However, as their main aim is self-enrichment, they can also give very little back to as system aimed at teaching – which may be just what you want! Notify me of follow-up comments by email. Also see Gabe Zichermann’s post on intrinsic and extrinsic motivation in gamification. But hey! However, they give a solid foundation for designing experiences that are either heavily focused on a single type or can give multiple types something to engage with. So the came in as A, would then over time become b then c then d. With my User Types, what I want to do is analyse how you can convert extrinsic users to intrinsic users in a predictable way (if it is at all possible).

whose registered office is 5 Howick Place, London, SW1P 1WG.

Using these types and the other info I have written about, you can at least plan in how to motivate / engage them. The better you understand your players, the better you can cater to their needs. From an internal (employee engagement) perspective I have found that focusing on motivating a core intrinsic user type that will meet the core business objective can lead to advocacy and attract some extrinsic user types that don’t necessarily see the business value at first but value some of the mechanics and the rewards.
This type is in a game to destroy and harm anything and everything – just because they can.

This is an Op-Ed by Andrzej Marczewski, an Intranet Web Manager at Capgemini UK and one of the top gamification …

They will do similar things to the intrinsically motivated group, but only if there is a reward at the end of it!

Goal-seekers are inspired by meaning and will like our gamified site to really have an impact outside there, and usually a positive one.
As I said in another comment, you can look at this as a way to figure out how to influence certain desired behaviours. SHARE.

I agree when you say “different things will engage different types of user”, but from my point of view, the main problem that you face is that you will probably have different types of users at the same time, therefore you’ll have to struggle to motivate each type of user , while not demotivating the other users.

They are also the ones who will find and use loopholes in the rules if it helps them gain rewards. Initially 4 types were identified; Killer, Achiever, Socialiser and  Explorer.

Meet the networker!

The more people they meet, the better!

But still, do not rush, because we did not consider another important question – what types of players exist. Whilst it is possible to design games, serious games or gamified systems without understanding who the target players and users are, you are more likely to create a more engaging experience if you spend some time getting a feel for them.


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