martes, 14 de mayo de 2013

Gamification Player Types: Meet the Players! (II)

Gamification Player Types: Meet the players! (II)

So we reached the fourth and final part of the Gamification Player Types series that started with the Time - Engagement Pyramid. We began with 7 different types of players that we identify when designing a gamified experience, and after meeting the extrinsic players, now it is about time to meet the intrinsic players!

If you missed out the other three parts and how it all started, check this out! 

Gamification Player Types: The T-E Pyramid (Part 1) - >

Gamification Player Types: The T-E Pyramid (Part 2) - >

Gamification Player Types: Meet the players! (Part 1) - >

I truly recommend to read the three of them, but especially the first part of "Meet the players!" cause i describe some stuff about how are we going to consider every player, why, and give some further information about how to get the epic book on which im a bit based and resources for free (Yes, there is a link for Jesse Schell´s "The art of game design" on pdf for free. No, i have no clue what it is doing there!)

Also, if you are completely new to this topic, i do have to say that this model is an extended version of Andrzej Marzcewski´s (@daverage) theory on the "Gamification user types" that you can check out here: It is always a good point to start off.

So as a way to start, let´s refresh the idea of the Time - Engagement Pyramid and the 7 different types of players:

We have 7 players, 3 types of fun, and a clear relation between the types of fun and player´s time spent + engagement. Up until we have described the Fun 1.0 and Fun 2.0 players, but, what about Fun 3.0 players? Let´s go!

Fun 3.0 - Intrinsic Fun

When talking about intrinsic fun we are embracing the extended Self-Determination Theory which means: autonomy, mastery, purpose and relatedness ("Drive" by Daniel H. Pink + Deci and Ryan). Just as a bit of background, and as we saw in the first part of this model, we are basing our theory in Dr. Martin Seligman´s Happiness (well-being) Theory, or also called "The PERMA Factors" that are pretty much connected to the extended SDT Theory, removing autonomy due to the reasons that were given in former posts. Also, engagement and time spent will be our final result.
So, to sum up, when talking about intrinsically motivated players, we find the achiever (achievement), the Goal-seeker (meaning) and the socialiser (relatedness).

The Achiever

Ever wondered why his name is equal to success? He gets what he wants (almost) and nothing can stop him! Suit up with me and meet Barney Stinson!

What is an Achiever and what are they looking for?

The achiever is the kind of player that wants to complete every single quest, achievement or level of your game. They crave for mastery and competence and their final goal is to become your game´s guru, an expert that knows your game as if he designed it. 

Their main drive is intrinsic achievement, or put in other words, being the best of something or at least trying to. Also, it is the normal evolution of a farmer if our system is well designed, and many of the things that we said about the farmer, can be applied to the achiever, such as: in example, the likely case of cheating or the fact that they are even keener on paying. They are also amazing feedback givers since they know what your gamified system needs and lacks of. 

It has to be remarked that will really help making your platform go viral and bringing new people in, if motivational systems are enough.

Making an Achiever happy and motivated

- Mechanics: Some examples of the kind of mechanics they will like can be: ambassador programmes, in-time limited items and events, ivy league mechanics, exclusive new info and content, top rankings and stats, guru´s mechanics, growing pro challenges,  influence and follow mechanics,  or secret mechanisms

- Aesthetics: About the aesthetics, they might like stuff like: visible guru HUDs, make them count with interfaces, progress HUDs, percentages, the feeling of things uncompleted, or making big challenges look big enough, but there can be many more!

- Story: The story should include the "You-could-be-the one" (or you actually are, the special one) narrative path. Tell them that valhalla is awaiting and how good it is trying to reach it.

The Goal-Seeker

He spent his whole life looking for a reason, a meaning, something that felt like home. It takes a whole journey around the world´s history to meet Forrest Gump!

What is a Goal-seeker and what are they looking for?

The Goal-seeker is a very important player in every gamified system. They usually are the evolution of  a self-seeker that is finally more intrinsically motivated and focused not only on themselves but on something bigger. It is this way because Goal-seekers represent that part of us that want to be part of something bigger than ourselves. Human beings crave for meaning and purpose, a kind of utopia that we will never reach, but it is worth trying, because the path itself is awesome

When designing a gamification platform, we should really try to create a small (and then big) community of goal-seekers, by giving them a reason, a way to change the world and be relevant in our lives, finding our way. Goal-seekers are inspired by meaning and will like our gamified site to really have an impact outside there, and usually a positive one. 

Even though is difficult, if we manage to have this kind of players, our gamified system will reach the next level, it will be a system that players use because it makes them feel there is a big purpose to achieve through it and where every action has a meaning. 

Making a Goal-seeker happy and motivated

- Mechanics: Stuff we can implement to have this kind of players and make them happy could be: real meaningful choices, "life or death" community challenges, countdowns and changing the world mechanics, social pressure and last minute tension when achieving some purposeful goal, or "good guys will win" mechanics

- Aesthetics: The aesthetics should focus on showing everyone "the hard road" and how to get through it, making visible real changes when players perfom some actions, community goals HUDs, "crowded" design, or more formal interfaces 

- Story: The story needs to be oriented to changing the world with our gamified system, and how it clearly helps to achieve this. 

The Socialiser

Friendly, kind to everyone, a great and charismatic leader, the perfect flatmate and one of those guys that would not be able to count his friends even if he tried really hard, meet... Sheldon Coo..per... WAIT A MINUTE!! Something is really wrong here!!
OK, Sheldon Cooper might not be the best example for our last player, the socialiser, but hey!, is not that bad! Sheldon is a really cool guy and he is just all the way around of what we are looking for, so....

What is a Socialiser and what are they looking for?

Our last intrinsically motivated player and the last of the 7 ones, is the socialiser. It is a pretty similar version of what Richard Bartle said about this type of player in his "User types theory". 

Socialisers are relatedness motivated players that look for new relationships and friends. The are the evolution of the networker but seeing new people as a personal thing, and not as a reward or an opportunity of business. The more people they meet, the better!

It has to be said, that socialisers might not be that keen on spending money on our gamified system, but they will be a great resource of buzz, always sharing and promoting our platform in any kind of social place.

Making a Socialiser happy and motivated

- Mechanics: any kind of social mechanics, groups and sharing, chat mechanics like flirting, gifting, poking, community meetups and chats, slow but really addictive games, jealousy and a bit of envy, live updates and friend´s newsfeed or social competition, co-op modes, collaborative needs

- Aesthetics: social graph and social HUDs, fresh and informal interfaces, couple/cozy stuff, chat rooms design, avatars or public information displayed (a bit like the networkers)

- Story: This is the most variable kind of stories but at least, there should be a clear "Team Work" or "collaboration/cooperation" element within the main story. 




So are we done with Gamification Player Types? Not at all! This is just the beginning! Now it is about time to go outside there and iterate with them! Modify, improve and change it again! Let the magic begin!

Victor Manrique

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