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Players

Although the last few sections have been about the serious side of things, such as objectives and target behaviors, we still have gamification as the focal point. Hence, from this point on we will refer to our users as players. We must keep in mind that although we have defined the actions that we want our players to take, the strategies to motivate them to take that action vary from player to player. Gamification is definitely not a one-size-fits-all process. We will need to look at each of our target behaviors from the perspective of our players. We must take their motivations into consideration, unless our mechanics are pretty much trial and error. We will need an approach that's a little more structured.

According to Bartle's Player Motivations theory, players of any game system fall into one of the following four categories:

  • Killers: These are people motivated to participate in a gaming scenario with the primary purpose of winning the game by "acting on" other players. This might include killing them, beating, and directly competing with other players in the game.
  • Achievers: These, on the other hand, are motivated by taking clear actions against the system itself to win. They are less motivated by beating an opponent than by achieving things to win.
  • Socializers: These have very different motivations for participating in a game. They are motivated more by interacting and engaging with other players.
  • Explorers: Like socializers, explorers enjoy interaction and engagement, but less with other players than with the system itself.

The following diagram outlines each player motivation type and what game mechanic might best keep them engaged.

Image source: http://frankcaron.com/Flogger/?p=1732

As we define our activity loops, we need to make sure that we include each of the four types of players and their motivations.

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