Classification framework for understanding player motivations in games
Core Idea: Richard Bartle identified four primary player types based on their preferred actions and motivations in multiplayer games: Achievers, Explorers, Socializers, and Killers. Understanding these player types helps design more engaging experiences for diverse audiences.
Key Elements
The Four Player Types
Achievers (Diamonds ♦)
- Primary Motivation: Accumulation of points, levels, or status
- Behavior Patterns: Goal-oriented, persistent, completion-focused
- Design Elements: Clear progression systems, achievements, leaderboards
- Core Drives of Gamification: Development & Accomplishment, Ownership & Possession
- Percentage in Most Communities: ~10%
Explorers (Spades ♠)
- Primary Motivation: Discovery of the game's mechanics and hidden content
- Behavior Patterns: Curious, detail-oriented, system-thinking
- Design Elements: Easter eggs, secrets, complex systems to master
- Core Drives of Gamification: Empowerment of Creativity, Unpredictability & Curiosity
- Percentage in Most Communities: ~10%
Socializers (Hearts ♥)
- Primary Motivation: Interaction and connection with other players
- Behavior Patterns: Communication-focused, relationship-building
- Design Elements: Chat features, teams, guilds, social networks
- Core Drives of Gamification: Social Influence & Relatedness, Epic Meaning & Calling
- Percentage in Most Communities: ~80%
Killers (Clubs ♣)
- Primary Motivation: Competition and imposition of will on others
- Behavior Patterns: Competitive, strategic, influence-seeking
- Design Elements: PvP systems, competitive rankings, visible status markers
- Core Drives of Gamification: Social Influence & Relatedness, Scarcity & Impatience
- Percentage in Most Communities: <1%
Multi-dimensional Approaches
- Interest Graph: Acting (changing) vs. Interacting (using)
- Player Graph: Player-oriented vs. World-oriented
- Full Model: Acts on Players (Killers) vs. Acts on World (Achievers) vs. Interacts with Players (Socializers) vs. Interacts with World (Explorers)
Extensions to the Model
- Bartle's Extended 8-Type Model: Adds implicit/explicit dimension
- Marczewski's User Types: Adaptation for gamification contexts
- Octalysis Framework: Overlays motivational drives onto player types
Applications in Gamification
- Design systems with features appealing to different player types
- Balance content to engage multiple motivational profiles
- Identify dominant player types in your target audience
- Create progression paths aligned with different player motivations
- Consider lifecycle changes in player type preferences
Additional Connections
- Broader Context: Motivational Psychology (theoretical foundation)
- Applications: Engagement Loop Design (practical implementation)
- See Also: Hexad User Types (gamification-specific player categorization)
References
- Bartle, R. "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs." Journal of MUD Research 1(1), 1996.
- Bartle, R. "Designing Virtual Worlds." New Riders, 2003.
- Chou, Yu-kai. "Actionable Gamification: Beyond Points, Badges, and Leaderboards." Octalysis Media, 2015.
#player-types #game-design #motivation #user-segmentation #engagement
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