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Free Gamification Examples

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#XPLAP

@mrmatera
http://youtube.com/mrmatera

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How Digital Play Can Make Our Kids Smarter

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video games, learning, education, play, children, school, technology, stem, science, math

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The Power of Gamification in Education | Scott Hebert | TEDxUAlberta

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Benefits of Gamification in Online Courses.

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Gamification in Education: Benefits of Gamification in Online Courses

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In this guide, we'll show you how to use gamification to improve your course experience and keep your users engaged!

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Examples

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Yu-kai Chou: Gamification & Behavioral Design

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Each year, the team and I review all of our Gamification example posts to make sure that they're still relevant, up-to-date, and reflect the best possible examples of the use of Gamification in the industry.

If you Google "Gamification examples", you're going to get a ton of results, but you'll find that the majority of them are irrelevant or out-of-date. For a professional looking to implement Gamification into their company or a student doing research for a graduate paper on Gamification, it's critically important to have the best information available.

We're here to help you do your best work. We hope that you find the list of Gamification examples below valuable. If for any reason you see that some of the examples are out-of-date, then please let us know and we'll correct it immediately.

Here is the list:

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Gamification examples: the fully comprehensive list (2018)

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Each year, the team and I review all of our Gamification example posts to make sure that they're still relevant, up-to-date, and reflect the best possible examples of the use of Gamification in the industry. If you Google "Gamification examples", you're going to get a ton of results, but you'll find that the majority of them are irrelevant or out-of-date.

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@MrHebertPE
https://www.youtube.com/c/MasterHeebs

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What Is Digital Access? Learn More - Breakout EDU

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LEVEL-UP LEARNING WITH BREAKOUT EDU EDUCATIONAL DIGITAL GAMES.

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The Gamification of Learning and Instruction

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The Gamification of Learning and Instruction

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the gamification of learning and instruction: game-based methods and strategies for training and education

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business & economics / human resources & personnel management

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business & economics / human resources & personnel management.

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The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education

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HardCover Pub Date: 2012. Pages: 336 in Publisher: Pfeiffer Praise for The Gamification of the Learning and InstructionKapp argues convincingly that gamification is not just about adding points. Levels and badges to an eLearning program. But about fundamentally rethinking learning design He has p...

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A quick piece from Edmonton Sun on Scott Hebert's Class

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Gamification and Game Based Learning

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Gamification and Game-Based Learning | Centre for Teaching Excellence

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Games can introduce goals, interaction, feedback, problem solving, competition, narrative, and fun learning environments,

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@DaveRage
gamified.uk

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Scavenger Hunt App

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K-12 Educational Tool To Make Learning Fun | Goosechase

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Boost learning by making the curriculum fun and interactive. Engage students of any age with easy to run, reusable experiences that take education beyond the classroom.

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Set sail with classroom game designer and educator Michael Matera as he reveals the possibilities and power of game-based learning.

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Are you ready to transform your classroom into an experiential world that flourishes on collaboration and creativity? Then set sail with classroom game designer and educator Michael Matera as he reveals the possibilities and power of game-based learning.

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Gamifying Education - How to Make Your Classroom Truly Engaging - Extra Credits

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Some examples of behaviours to award "AP" for.

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Yu-kai Chou - Learn how to use Gamification to make a positive impact on your work and life

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"Yu-kai is at the cutting edge of the field of behavioral design."

- Nir Eyal, author of Hooked: How to Build Habit-Forming Products

After 20+ years of Gamification practice and study, after consulting for clients such as Google, Accenture, and Tesla, I decided it was time to share my knowledge and expertise with everyone around the world.

To share my knowledge, I decided to write and publish a book about Gamification, but not just any book: my goal was to write the definitive book about Gamification that empowered a reader to immediately take action on their personal and professional lives.

I'll admit I was nervous when I published the book, but today, I am immensely proud and humbled by the positive impact that my book has created.

Actionable Gamification - Beyond Points, Badges, and Leaderboards has had a positive impact on readers, ranking 4.6 out of 5 stars on Amazon. It has become the de facto learning material in classrooms around the world and has been organically translated into over 15 languages.

Pictures with me and readers from around the world

Reviews of the Gamification Book

I've been following Yu-kai's work on gamification for years and have enjoyed his deep insights and actionable recommendations. Octalysis is a powerful and pragmatic framework to understand human nature and positive motivators that encourage people to do their best work. It should be required reading for anyone building, managing, or collaborating with a team, community, or ecosystem.

-Susie Wee, CTO of Networked Experiences at Cisco Systems

Yu-kai's Insights were instrumental in helping Lucky Diem supercharge our client La Quinta's bookings per user by 206% and incremental revenue per user by $157 (132% Lift) against the control group. Being able to achieve a viral coefficient of 530%, I would recommend any business to work with Yu-kai and learn his Octalysis Framework.

-Andrew Landis, Founder & CEO of Lucky Diem

I've been tracking the development of Octalysis for over 2 years now, and It's become a comprehensive framework for enterprise gamification. Psychology is at the core of every activity, and game designers are masters at it. Yu-kai's framework has mapped out the various dimensions for reasoning about and optimizing a gamified enterprise process. I have no doubt that it will make its way into business school text books soon.

-Moataz Rashad, Former Head of Software Architecture at Sony Mobile

Yu-kai is the real deal. His experience, expertise and passion make this a "must read" for those looking to grasp the possibilities available through applied gamification.

-Jeff Gates, formal counsel to U.S. Senate Committee on Finance and author of The Ownership Solution, Democracy at Risk, and Guilt By Association

Yu-kai's reputation precedes him in the field of gamification. HIs Octalysis framework is both elegantly simple and intricately complex. His book is not only extrinsically rewarding to read, but intrinsically motivating to apply; it's wickedly effective, and yet divinely true. Octalysis brilliantly unified all these seemingly conflicting aspects of gamification into a single cohesive framework with a hidden twist in the middle of it - it's sensational.

-Michael Wu, Chief Scientist of Lithium Technologies

This book is probably the most important and well researched guide to Gamification that is on the market today. If you think Gamification is about gaming stuff them you are dead wrong. It's about how your brain works and is motivated.

I interviewed Yu-kai for the Business Book Talk Podcast and his understanding and depth of knowledge kept me on the edge of my studio seat for over 45 minutes. This is probably one of the best values on Amazon today if you are a business manager, marketing expert or entrepreneur. I can't wait for his next book.

-Bob Garlick, Host of Business Book Review Podcast

Yu-kai's book makes gamification practical. It is chock full of specific examples, suggestions for implementations, and pitfalls to avoid. Actionable Gamification is a gold mine of insights, and those who study and practice what it offers will have a powerful toolkit of incentives for business and personal contexts. Run, don't walk, to get your copy - I highly recommend it.

-Chuck Pickelhaupt, VP of Emerging Technologies R&D for Fidelity Investments

Yu-kai shows us that gamification is about customer centric thinking, and certainly much more than adding game pieces to our customer experience designs. His Octalysis framework is a guide by which we can construct our services to resonate naturally with our customers. This way of thinking will lead us to design products and services that engage our customers, and motivate them to interact with us more frequently and over a longer period of time. The end result is greater value for the organization.

-Paul Brown, Regional VP of AIG Japan

Yu-kai's Octalysis framework brilliantly explains the intricate relationships between human behaviors and their inner drives. Accompanied by numerous application examples, Octalysis is the turn key for gamification in any product and service design.

-Dr. Jianming Dong, Chief User Experience Architect at Huawei

Don't waste your time with other books that only scratch the surface or include information without any practical application. Yu-Kai is master of the craft and has written a book that is fun to read as it is pragmatic. If you are looking for an out of the box book where you can simply add a "game" to some element of "work" you will be disappointed (but not as disappointed as finding a book like that, only to see the outcome failing).

The key here is the Octalysis framework - an easy way to audit any process, class, or element of your life for game elements, and then take action to boost on include more, driving better results. Order two copies of the book, since you will want to share it as soon as you read it!"

-Jon D Harrison, Author of "Mastering The Game: What Video Games Can Teach Us About Success In Life.

My book is NOT about why Gamification is important or why it's awesome. There are a ton of historical books about Gamification on the market that define the term and speculate about its origins.

My Gamification book is meant to be actionable, empowering you to immediately apply the lessons and techniques to your life and to your company.

I hope that you will join me on this amazing journey to gamify life. And if you do buy my Gamification book, then please leave a comment below and give me your feedback.

With sincerity and appreciation,

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Gamification Book: Actionable Gamification - Beyond PBLs - Yu-kai Chou

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"Yu-kai is at the cutting edge of the field of behavioral design."

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Free videos for personal & commercial uses. New videos added weekly! High-resolution videos for free for U on our VIMEO. For Designers, Web Creatives & more

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Classcraft Tutorial - Gamification of Education

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Every week for 17 years, I've heard my students ask, "What do I need to do to get an A?" Historically, many have focused on their grade rather than on fundamental skills. My attempt to change this mindset started two years ago when I gamified learning in my classes.

After researching gamification and its potential to help students master skills and processes, I developed and implemented game-based learning. In each class, students could choose quests that, if completed successfully, earned them badges and experience points. Each open-source badge was developed using Badg.us so that students could take them into the digital universe (e.g., attach to résumés, e-portfolios, etc.) and-unlike grades on a transcript-document skills they had mastered.

11 Steps to Gamify Learning

1. Use gamification software: Using gamification software alleviates the time it takes to build quests, award points, and track progress. A handful of web-based options are available for K-12 instructors, including Gradecraft, Classcraft, and TheVirtualLocker. Any of these will streamline game set-up, management, and assessment.

2. Prepare quests: Using a gamifying management system, I modified traditional assignments into quests-short learning activities that take 10-25 minutes to complete. Thus a task that would take an hour was turned into three mini-quests. I recommend having five to eight quest options open at one time.

3. Be generous with experience points: Associate each quest with a certain number of points relative to its level of difficulty. Gamers get to the top of a leaderboard by earning experience points (XP). Completing easier quests may earn 50,000, while challenging ones can rack up 200,000. Awarding so many points helps students focus away from 100 points = an A and more on skill mastery.

4. Provide choices: Build choice into the gaming structure. Permit students to select the quests they're most interested in pursuing and allow them to determine the level of challenge in each quest.

5. Encourage modding: Provide opportunities for students to pursue a passion not available in the quests by allowing them to create their own quests and badges.

6. Make badges: Integrate badges into the gaming software with online resources like Edmodo, Classbadges, Credly, or Passport, awarding them as skills are mastered and also to keep students engaged.

7. Foster collaboration: Encourage learners to work together on quests, a common practice of gamers who team up in order to achieve an epic win.

8. Create opt-in leaderboards: Set up a leaderboard in the software and let students can opt in using anonymous gamer handles.

9. Include Easter eggs: Hide surprises in order to incentivize thoughtful gameplay. I drop in surprise rewards for grit, or award bonus points when students help each other pursue a challenging quest.

10. Redefine failure: In gaming, failure is not a negative, but rather an opportunity to learn from mistakes and correct them. Set the gaming software to allow students to repeat quests without penalty until they have mastered the skill.

11. Reward mastery: In the software settings, require students to demonstrate skill acquisition before they move on to more difficult skills.

Epic Win! What Worked in My Gamified Classrooms?

Personalizing learning: The software provided large amounts of data on each student, allowing me to identify skills they were working on, how long they spent on a quest, badges earned, and standards met, as well as reading their feedback on each quest. All this data was used to further personalize and scaffold learning paths.

Anonymity: Since each student chooses a gaming handle, I never knew which learner I was assessing and therefore avoided grading bias.

Feedback: Gaming forced me to give explicit feedback. I felt compelled to respond to each submission quickly, knowing students were diligently checking to see if and how they could level up.

Motivation: I awarded bonus points for grit skills such as perseverance. Seeing these skills being awarded points, students were motivated to work on challenging quests and help their classmates.

Epic Fail! What Went Wrong?

Choices: Offering too many quests overwhelmed my students. They would log in, see 25 quests, and not know where to begin. Today, I make no more than eight options available at any given time.

Leaderboard: Instead of motivating them, reaching the top of an academic leaderboard was considered uncool. Today, I allow students to opt out.

I gamified my classroom in the hopes that students would no longer ask about their grades. Ultimately, students did focus more on academic and grit skills (especially when I began returning quests instead of simply assigning low grades to mediocre submissions). Would I do it again? Absolutely!

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Epic Fail or Win? Gamifying Learning in My Classroom

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Every week for 17 years, I've heard my students ask, "What do I need to do to get an A?" Historically, many have focused on their grade rather than on fundamental skills. My attempt to change this mindset started two years ago when I gamified learning in my classes.

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Gamify: How Gamification Motivates People to Do Extraordinary Things

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Gamify: How Gamification Motivates People to Do Extraordinary Things

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Free Stock Video

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Since the majority of students play video games at home, it shouldn't come as a surprise that 70% of teachers saw an increase in student engagement when using educational video games. Have you ever tried playing games in class? Since nearly 80% of learners said they would be more productive if their learning was like a game, maybe you should give it a try in your class!

If you are a professor thinking about adding gaming to your curriculum, understanding the benefits and drawbacks of gaming in the classroom is important. The information in this article should be able to help you with your decision. Many instructors have led the way in researching this topic and are using games to motivate students in their classrooms.

An Overview of Gamified Learning

The definition of gamification in higher education is a teaching methodology that creates a game-like scenario around the course curriculum and the objectives of the course. The purpose of these game systems is to promote student engagement and motivate students to participate in the course activities. The concept of gamification in higher education has become popular with a wide range of companies that have created game platforms for many different subjects.

If used properly, many professors have found that by using games as a motivator in their classrooms they have improved course assessment results and have students that are attentive and productive. Research and science-based games are even working on real-world problems by motivating players to help.

Critics claim that gamification is a fad that doesn't help teach students anything meaningful and many professors scoff at using games in their college classrooms since they do not see it as serious learning. While it's true that gamification has become a large part of K-12 classrooms, there are many opportunities for gamification in higher education as well. There is enough research on both sides of the argument to support either view so here are some pros and cons to help you determine if a gamified classroom is right for you.

What is Gamification in Higher Education?

Games, in any form, increase motivation through engagement. Nowhere else is this more important than education. Nothing demonstrates a general lack of student motivation quite like the striking high school dropout rates: approximately 1.2 million students fail to graduate each year (All4Ed, 2010). At the college level, a Harvard Graduate School of Education study "Pathways to Prosperity" reports that just 56% of students complete four-year degrees within six years. It's argued that this is due to current systemic flaws in the way we teach; schools are behind the times. Watch a single lecture on innovation trends in education, and the presenter likely notes the striking similarities of a modern-day classroom and one of the centuries past. It's been proven that gamifying other services have resulted in retention and incentive. For example, website builder DevHub saw a remarkable increase of users who finished their sites shoot from 10 percent to 80 percent. So, in theory, it should work for schools as well.

How Can I Gamify Education In My Classroom?

Educators have tested this theory and seen positive results. There are a variety of ways to introduce your classroom to gamification in higher education and we're providing you with just a few ideas. We hope to spark a discussion on gamifying higher education so that educators can discuss the topic more thoroughly and provide examples in which they have used gamification to make learning more engaging.

1. Gamification in grading: One success story is Lee Sheldon, a professor at Indiana University, who gamified his course by abandoning grades and implementing an "experience points" system. Students' letter grades are determined by the number of points they have accumulated at the end of the course, in other words, by how much they have accomplished. Because of the extracurricular interests of the current college-age generation (games!), Professor Sheldon attributes success to the fact that "the elements of the class are couched in terms they understand." Students are progressing towards levels of mastery, as one does in games. Each assignment and each test feels rewarding, rather than disheartening. Using experience points allows educators to align levels with skills and highlight the inherent value of education.

2. Award students with badges: For each assignment completed, award students with badges. This may seem like a regression back to Kindergarten stickers of gold stars, but it's working for Khan Academy. As students watch instructional videos and complete problem sets, Khan Academy awards them with points and badges to track progress and encourage perseverance. Western Oklahoma State College is implementing this form of gamification into their technology classes, with badges like "Moodle Noob No More," or, a personal favorite "Drop It Like It Hot" to indicate mastery of Dropbox. However, as previously noted, it's important to add value to the badges, like bonus points, skill levels, etc.

3. Integrate educational video games into your curriculum: The use of games allows students to fail, overcome, and persevere. Students are given a sense of agency-in games, they control the choices they make, and the more agency students have, the better students do. Instantaneous feedback and small rewards (or big ones, like winning) are external motivators that work. Case in point, Mr. Pai, a 3rd-grade teacher on a mission to make learning fun. He disrupted the traditional classroom setting by introducing the Nintendo DS, among other technology, into his daily curriculum. Students practiced math and language through the use of computers and video games. In just eighteen weeks, his class went from a below 3rd-grade level to a mid-fourth-grade level.

4. Implement a class-wide rewards system: Encourage camaraderie among students by setting up a rewards system where students achieve something as a team. For example, set a goal of 80% of the class passing an exam. As a reward, give the entire class bonus points or even a party. That way, students are working to master the material together instead of competing, and the highest-achieving students will help those around them.

5. Gamify homework assignments to encourage informal learning: Ultimately, educators hope games translate learning into informal environments. There simply aren't enough hours in the day for an educator. Games allow the curiosity-and the learning-to continue after the bell rings.

Pros of the Gamified Classroom in Higher Education
1. Increases Student Engagement
Studies have shown that students are more likely to spend time playing a learning-based game if you are using a reward system. Badges and points help translate the work the student is completing into a tangible benefit. By increasing engagement, you'll also see a rise in learning retention through gamification of learning. Students will be able to relate to the content easier through practice than just reading or watching a lecture.
2. Creates Enthusiasm
Gamified learning can be used to foster feelings of enthusiasm towards the subject matter, especially in subjects that students struggle with, like math. By creating a gamifying learning with rewards, students are becoming excited and competitive while learning through quizzes, polls and other collaborative learning methods with their peers.
3. Provides Instant Feedback
Most gamification apps or systems allow for instantaneous feedback, which students can use to see where they stand among their peers. This information can push a student to try the quiz or activity again to get higher placement and creates motivation for further student engagement.
4. Makes Social Connections
In higher education, we often find that students have trouble creating social connections with other students in their courses. Gamified classrooms, seated and virtual, help students who have trouble with social interaction and give them a reason to work together. This is especially true if you create team competitions that require students to collaborate on challenges.

Cons of the Gamified Classroom in Higher Education
1. Decreases Student Attention Span
Critics of gamified learning believe that the fast pace and immediate feedback create issues for students' attention spans. Students may begin to expect the same kind of responses from all parts of their education and won't find it, leading to frustration.
2. Cost
The costs of gamified learning are varied based on the type of system you are using. There may be equipment, software, and training costs for instructors. Sometimes these costs are passed on to the students through registration fees and course codes that must be purchased, creating a higher barrier to entry into the classroom. There are often support or maintenance-related costs for systems that are delivered online or are hosted in your campus environment.
3. Student Assessment
When choosing a game it is not often clear how the results of the gamified learning activity will tie into your course assessment. While most games have a built-in way to track progress, you will need to find a way to translate the student's game progress into fulfilling objectives. It is not always easy to find a good fit between the games on the market and your course materials so this can be a time-consuming process.
4. Game Logistics
Many times, setting up a game for your course requires a lot of prior planning and logistics. Questions you need to ask are: Will students be able to play the game at home? Is there an additional cost if they use it outside of the classroom? Are there enough computers available for students to play the game in class? Do I want to use class time for students to play the game? Most of the time you will need to sit down and play the game yourself all the way through, which can take about 40 hours before you fully understand the game and objectives.

Gamification Apps and Tools

Gamifying your higher education classroom through online tools and platforms can help engage your students in course content and helps them connect with their classmates on a deeper level. Here, we share some tools that help you bring enthusiasm, connection and competition to your course.

1. Kahoot: Kahoot allows instructors to design their own multiple-choice quizzes for both formative assessments and informal quizzes. To participate, students answered timed questions, where they are ranked based on their speed and accuracy. It can be accessed via Kahoot! app or web browser.

2. TEDEd: TEDEd houses hundreds of educational videos \with an accompanying app where instructors can create interactive video lessons based on their course concepts, with quizzes, discussion prompts and other activities.

3. Gimkit: Gimkit gives instructors the opportunity to create their own gameshows that students can answer on their own devices. Working at their own pace, students work on question sets until they reach mastery to ensure they've fully comprehended course concepts.

Conclusion

While the topic of gamified learning has been around for years, it is just now hitting its stride in higher education. The global gamification market is projected to grow from $9.1 billion in 2020 to $30.7 billion by 2025. There are many opportunities for new and exciting games that will help us increase student engagement in our seated and online classrooms.

These pros and cons are important ideas to consider when choosing how games could support your college classroom. If you love the idea of motivating your students through points and badges, gamified learning may be for you, but if you struggle to prioritize your time when it comes to course development, gamification may not be the right choice. Starting small and giving yourself lots of time for planning is the key to success.

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How to Bring Gamification Into Your Classroom | Top Hat

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Use these gamification strategies in your classroom to increase participation, engagement, loyalty and competition. Check them out now!

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Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design

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Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design

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Even Ninja Monkeys Like to Play has 12 ratings and 1 review. Ahmed said: very nice book, and highly recommended specially for new gamification designer w...

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Haven't found something you love?

Try looking around your house for inspiration. For example, we have a super unique clock that uses light to tell the time. By dimming the lighting in the room, and setting the clock to particular colors, we can change the entire vibe. We've also got an awesome stainless steel chest which would fit into heaps of scenarios. Just grab what you have and throw in some imagination.

So... what will your theme be?

Maybe you're designing machines with Da Vinci, or breaking out of the worst slam a rogue government can find to throw you, or perhaps you're the sleuth detectives cracking open a cold case.

Whatever you choose - make it epic. Make it fun!

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Haven't found something you love? Try looking around your house for inspiration. For example, we have a super unique clock that uses light to tell the time. By dimming the lighting in the room, and setting the clock to particular colors, we can change the entire vibe.

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World

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reality is broken: why games make us better and how they can change the world

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technology & engineering / telecommunications

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technology & engineering / telecommunications

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World

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A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist enterta...

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Investigating the Bartle player types through intrinsic and extrinsic motivation
This is an Op-Ed by Andrzej Marczewski, an Intranet Web Manager at Capgemini UK and one of the top gamification evangelists. Andrezej earned this Op-Ed by being a Top Gamification Guru.
If you have an interest in gamification, the likelihood is that you have heard of something called Bartle's Player Types. This is a model that Dr. Richard Bartle created to describe the types of people who played Multi User Dungeon (MUD) games, what they wanted, how they acted and how they interacted. Initially 4 types were identified; Killer, Achiever, Socialiser and Explorer.

Later, he would expand on this and create a more detailed model that included 8 types; Griefer, Networker, Politician, Friend, Opportunist, Scientist, Planner and Hacker.

This model is popular in gamification as it gives a nice basis to consider types of user you may come across. It is worth noting a few things though. The first, this is not a taxonomy, it is a dynamic model that not only explains initial types, but their interactions and evolution over time. The other important point is that this model was designed for MUD games (or MMO's as we now see them). This takes a couple of things for granted - the biggest being that players are there to play! Dr Bartle is the first to admit that player types do not work all that well in gamification if you use them incorrectly. Consider a Killer type. This type is in a game to destroy and harm anything and everything - just because they can.

So with all of that in mind, I decided to take a stab at defining a few User Types you could expect to see in a gamified system. The starting point for me was to look at intrinsic motivation and the RAMP framework I described recently. This gave me 4 initial types; Socialiser, Free Spirit, Achiever and Philanthropist. Not a million miles away from Bartle's types, but there are some important differences.

Intrinsically Motivated User Types

Socialisers are motivated by Relatedness. They want to interact with others and create social connections.

Free Spirits are motivated by Autonomy. They want to create and explore.

Achievers are motivated by Mastery. They are looking to learn new things and improve themselves. They want challenges to overcome.

Philanthropists are motivated by Purpose. This group are altruistic, wanting to give back to other people and enrich the lives of others in some way

I realized that there is a chunk of users missing from this, those that are in a gamified system for extrinsic rewards. Initially described as players, these are the users who are willing "play" your game. They will collect points and badges, seeking reward from the actions. The intrinsic user types have no interest in this; their reasons for being in a system are more personal.

Extrinsically Motivated User Types

This Player user type is more than just a single type, it is in reality a group in its own right. When designing a system for the intrinsic user types, you will need to consider things like players and also on-boarding. Using rewards is a valuable way to bring people into the system. How they act after they rewards have been exhausted depends on not just them, but how the system has been designed. With that in mind, I split the Player into 4 distinct types. These types act in a similar way (for the most part) as the intrinsic types, except they are acting to get rewards.

The types are Networker, Exploiter, Consumer and Self Seeker. Now, these are all fairly emotive names, but they fit the actions well.

Networkers want to connect to others to increase their profile and the rewards that may bring, (think Klout style perk schemes).

Exploiters want to gain reward from using the system, possibly by any means. They will create things for the express reason of selling them, for example. They are also the ones who will find and use loopholes in the rules if it helps them gain rewards.

Consumers want rewards from their actions in the system. They will do quizzes, join loyalty schemes and learn but only if it gives them something in return.

Self Seekers want rewards for their actions with other users. For example, they will answer questions to get points, favouring quantity over quality.

What Now?

These eight types of user are by no means exclusive. Users are likely to display traits from multiple types. 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.

Lots of people have created their own taxonomies of player types. Amy Jo Kim has a very popular taxonomy for instance. The point is most, if not all, are designed to describe players in games. That may not be totally applicable to gamified systems.

Whichever types you decide to use, the main point is to understand that different things will engage different types of user.

If you want to create a great answers system (like Quora), there is no point focusing on creating a system that will attract Achievers or Consumers or Free Spirits. You are looking for Philanthropists, people who WANT to help others. Adding rewards systems to this may help on-board Self Seekers and the like, but will not create the kind of quality answers you are looking for long term. You have to plan on creating a system that favours the intrinsically motivated types.

If on the other hand, all you are looking for is people to hit a like button on a page, then you are probably going to want to attract consumers or exploiters, who will do activities just to get rewards.

This is an introduction to the User Types work I have been doing, for more take a look at my site under User Types. There is more to be done as this I by no means complete, but with luck it may help guide or focus your thinking! Also see Gabe Zichermann's post on intrinsic and extrinsic motivation in gamification.

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Need help with behavioral science and gamification? Get in touch with our boutique consulting agency Dopamine.

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A New Perspective on the Bartle Player Types for Gamification - GCo

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Investigating the Bartle player types through intrinsic and extrinsic motivation This is an Op-Ed by Andrzej Marczewski, an Intranet Web Manager at Capgemini UK and one of the top gamification evangelists. Andrezej earned this Op-Ed by being a Top Gamification Guru.

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Several studies have indicated the need for personalising gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types Hexad framework, based on research on human motivation, player types, and practical design experience. He also suggested different game design elements that may support different user types. However, until now we were still lacking a standard assessment tool for user's preferences based on the Hexad framework. There was also no empirical validation, yet, that associated Hexad user types and game design elements. A collaborative research project by the HCI Games Group, the Austrian Institute of Technology, and Gamified UK sought to accomplish these two goals: (1) create and validate a standard survey to assess an individual's Hexad user type and (2) verify the association between the Hexad user types and the game design elements they are supposed to appeal to.

In case you are not familiar with the Hexad user types yet, please take a moment to watch this video or read the user types' descriptions at Gamified UK.

Our research developed and validated a 24-item survey to assess an individual's Hexad user type. Would you like to know your user type? Why don't you take a minute to take the online survey at Gamified UK?

Hexad User Types and Game Design Elements

We asked participants to rate how much they enjoy several game design elements and compared the answers with their Hexad user type to find out which game design elements are preferred by each user type. The following infographic summarises the results.

Hexad User Types and Personality

We also assessed participants' personalities using the Big Five personality traits and compared the results with the Hexad user types. The following infographic shows the user types more likely to appear for people with higher scores in each of the five personality traits:

Using the Survey

Using the Hexad user types framework and the survey is more effective than asking users about design elements directly because the survey's goal is to understand more about user psychology in a gamified context rather than just determining game elements they prefer. Furthermore, users are not necessarily gamers and might not be aware of their game preferences or be familiar with game design vocabulary. Therefore, our survey aims to use a common vocabulary.

There are several ways to use the Hexad model to personalise gameful applications. For example, designers would be able to screen their target audience using the suggested survey and choose the adequate design elements for each user. In research, the survey can be used to better understand user engagement and enjoyment in studies regarding gameful applications.

If you wish to use the Hexad user types survey, please read the original publication to be presented at CHI PLAY 2016, which contains details about the validation study and the survey items. Use of the scale is free for academic purposes. For commercial uses, please contact us. If you would like to join the HCI Games Group as a graduate student working on gamification and games user research, please also contact us.

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The Gamification User Types Hexad Scale - Gameful Design - Medium

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Several studies have indicated the need for personalising gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types Hexad framework, based on research on human motivation, player types, and practical design experience.