Gamification-specific player typology for non-game contexts
Core Idea: The Hexad User Types framework, developed by Andrzej Marczewski, identifies six distinct player types based on their motivations in gamified systems, expanding on Bartle's Player Types to better address non-game contexts and intrinsic/extrinsic motivational differences.
Key Elements
The Six User Types
Philanthropists
- Primary Motivation: Purpose and meaning
- Driven By: Altruism and giving to others without expectation of reward
- Core Need: Relatedness
- Design Elements: Knowledge sharing, gifting, meaningful tasks, administrative roles
- Related Core Drives of Gamification: Epic Meaning & Calling
Socializers
- Primary Motivation: Relatedness and social connection
- Driven By: Social interactions and relationships with others
- Core Need: Relatedness
- Design Elements: Teams, social networks, social discovery, social pressure
- Related Core Drives of Gamification: Social Influence & Relatedness
Free Spirits
- Primary Motivation: Autonomy and self-expression
- Driven By: Freedom to explore and create without external control
- Core Need: Autonomy
- Design Elements: Exploration, nonlinear gameplay, Easter eggs, creativity tools
- Related Core Drives of Gamification: Empowerment of Creativity, Unpredictability & Curiosity
Achievers
- Primary Motivation: Competence and mastery
- Driven By: Self-improvement and skill development
- Core Need: Competence
- Design Elements: Challenges, certificates, learning new skills, quests
- Related Core Drives of Gamification: Development & Accomplishment
Players
- Primary Motivation: Extrinsic rewards
- Driven By: Collection of rewards and system recognition
- Core Need: External validation and incentives
- Design Elements: Points, badges, leaderboards, prizes, rewards
- Related Core Drives of Gamification: Ownership & Possession, Scarcity & Impatience
Disruptors
- Primary Motivation: Change and disruption
- Driven By: Triggering positive or negative change in the system
- Core Need: Autonomy or power
- Design Elements: Innovation platforms, voting mechanisms, development tools
- Related Core Drives of Gamification: Empowerment of Creativity (positive), Loss & Avoidance (negative)
Research Applications
- HEXAD Scale: Validated questionnaire to identify user type tendencies
- User Type Distribution: Most users exhibit multiple type characteristics
- Cultural Differences: Research shows variation in type distribution across cultures
- Personalization: Used to tailor gamified experiences to individual motivations
Implementation Strategy
- Identify dominant user types in target audience through questionnaires
- Design core features addressing primary user types' motivations
- Include secondary features for additional user types
- Create balanced systems with elements appealing to all user types
- Monitor engagement patterns and refine for specific user segments
Additional Connections
- Broader Context: Motivation Theory (foundational principles)
- Applications: Personalized Gamification (practical implementation)
- See Also: Intrinsic vs Extrinsic Motivation (complementary framework)
References
- Marczewski, A. "Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design." Gamified UK, 2015.
- Tondello, G.F., et al. "The Gamification User Types Hexad Scale." Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016.
- Chou, Yu-kai. "Actionable Gamification: Beyond Points, Badges, and Leaderboards." Octalysis Media, 2015.
#gamification #user-types #motivation #personalization #game-design
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