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Explorers are fine with repetitive tasks as long as they eventually “unlock” a new area of the game, or they deliver some kind of “Easter Egg” (an Easter Egg is a small bonus within a game – sometimes it’s as simple as a little joke, whereas in other cases it might be a full extra video sequence regarding what has been accomplished). They’re not as bothered about points or prizes. Incorporating points and badges can help achievers enjoy a gamified experience.Įxplorers want to see new things and discover new secrets. Chances are you will know several people of this sort someone who boasts he used a quicker route to get to a destination than his friend did is an Achiever type. Bartle estimates that roughly 10% of people are players of the Achiever type. This is the type of person who responds particularly well to incentive schemes such as Air Miles, where every additional mile collected is an achievement in its own right. They like to collect badges and put them on display. They want to be able to show their friends how they are progressing. The AchieverĪchievers are all about points and status. If you know where the majority of your players fall using this tool, you can use it to inform the majority of features you will use, and then just add a small number of features that appeal to each of the other categories. However, most people have a dominant trait which determines their overall preference. Most people display some traits in more than one category. It’s worth noting that these categories aren’t rigid. These categories are the Achiever, the Explorer, the Socializer, and the Killer. Good news - there is a simple measure designed by Richard Bartle, the Bartle Test of Psychology, which breaks up the way people play games into four simple categories. When you’re using gamification in the enterprise world, it’s a good idea to understand how your players like to approach playing games.
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The better you understand your players, the better you can cater to their needs. However, there is some overlap between game design and gamification design, and one area in which this is the case is with player types. Gamification is not the same as game design, because it adds game-like elements to non-gaming environments.