Gamification User Types By Andrzej Marczewski

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Gamification User Types By Andrzej Marczewski af Mind Map: Gamification User Types By Andrzej Marczewski

1. Socialisers

1.1. RELATEDNESS

1.2. Socialiser Motivated by Relatedness. They want to interact with others and create social connections.

1.3. (as in the original Player Type) are the ones who want to interact with others. They like to be connected to others. They are interested in parts of the system that help them do this. These are the ones will evangelise your internal social networks. Most motivated by the social connections aspects of relatedness.

1.4. Mechanics and Elements

1.4.1. Guilds / Teams

1.4.1.1. Let people build close-knit guilds or teams. Small groups can be much more effective than large sprawling ones. Create platforms for collaboration but also pave the way for team based competitions.

1.4.2. Social Network

1.4.2.1. Allow people to connect and be social with an easy to use and accessible social network. It is can be more fun to play with other people than to play on your own.

1.4.3. Social Status

1.4.3.1. Status can lead to greater visibility for people, creating opportunities to create new relationships. It can also feel good. You can make use of feedback mechanics such as leaderboards and certificates.

1.4.4. Social Discovery

1.4.4.1. A way to find people and be found is essential to building new relationships. Matching people based on interests and status can all help get people started.

1.4.5. Social Pressure

1.4.5.1. People often don’t like feeling they are the odd one out. In a social environment, this can be used to encourage people to be like their friends. Can demotivate if expectations are unrealistic.

1.4.6. Competition

1.4.6.1. Competition gives people a chance to prove themselves against others. It can be a way to win rewards, but can also be a place where new friendships and relationships are born.

2. Free Spirits

2.1. AUTHONOMY

2.2. Free Spirit Motivated by Autonomy. Some are looking to be creators, others explorers. Try to cater for both if you can. All like to be free!

2.3. like to have agency. They have two basic subtypes, Creators and Explorers. Explorers don’t want to be restricted in how they go through their personal journey, to explore the system. They are also likely to find the most holes in a system. Creators want to build new things.They will have the fanciest avatars and create the most personal content. They seek self-expression and autonomy.

2.4. Mechanics and Elements

2.4.1. Exploration

2.4.1.1. Give your Free Spirits room to move and explore. If you are creating virtual worlds, consider that they will want to find the boundaries and give them something to find.

2.4.2. Branching Choices

2.4.2.1. Let the user choose their path and destiny. From multiple learning paths to responsive narratives. Remember, choice has to be or at least feel meaningful to be most effective and appreciated.

2.4.3. Easter Eggs

2.4.3.1. Easter eggs are a fun way to reward and surprise people for just having a look around. For some, the harder they are to find, the more exciting it is!

2.4.4. Unlockable / Rare Content

2.4.4.1. Add to the feeling of self expression and value, by offering unlockable or rare content for free spirits to make use of. Link to Easter eggs and exploration as well as achievement.

2.4.5. Creativity Tools

2.4.5.1. Allow people to create their own content and express themselves. This may be for personal gain, for pleasure or to help other people (teaching materials, levels, gear, FAQ etc).

2.4.6. Customisation

2.4.6.1. Give people the tools to customise their experience. From avatars to the environment, let them express themselves and choose how they will present themselves to others.

3. Achievers

3.1. MASTERY

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

3.3. are the ones who want to be the best at things or, at least, be achieving things within the system. They want to get 100% on the internal learning system. They do this for themselves and are probably not that bothered with then showing off to others about it. (This differs from the original definition, but I could not think of a better word!!). Will compete with others, but as a way to become better than others. The system provides the platform, other “players” are just things to be overcome and mastered. May also be motivated by status as a representation of their personal achievement They need a system that will enrich them and lead them towards mastery.

3.4. Mechanics and Elements

3.4.1. Challenges

3.4.1.1. Challenges help keep people interested, testing their knowledge and allowing them to apply it. Overcoming challenges will make people feel they have earned their achievement.

3.4.2. Certificates

3.4.2.1. Different from general rewards and trophies, certificates are a physical symbol of mastery and achievement. They carry meaning, status and are useful.

3.4.3. Learning / New Skills

3.4.3.1. What better way to achieve mastery than to learn something new? Give your users the opportunity to learn and expand.

3.4.4. Quests

3.4.4.1. Quests give users a fixed goal to achieve. Often made up from a series of linked challenges, multiplying the feeling of achievement.

3.4.5. Levels / Progression

3.4.5.1. Levels and goals help to map a users progression through a system. It can be as important to see where you can go next as it is to see where you have been.

3.4.6. Boss Battles

3.4.6.1. Boss battles are a chance to consolidate everything you have learned and mastered in one epic challenge. Usually signals the end of the journey – and the beginning of a new one.

4. Philanthropists

4.1. PURPOSE

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

4.3. want to feel that they are part of something bigger. They want to give to others but expect nothing in return. These are the ones who will answer endless questions on forums, just because they like to feel they are helping. They want a system that allows them to enrich others and feel a sense of altruism and purpose.

4.4. Mechanics and Elements

4.4.1. Meaning / Purpose

4.4.1.1. Some just need to understand the meaning or the purpose of what they are doing (epic or otherwise). For others they need to feel they are part of something greater than themselves.

4.4.2. Care-taking

4.4.2.1. Looking after other people can be very fulfilling. Create roles

4.4.2.2. for administrators, moderators, curators etc. Allow users to take a parental role.

4.4.3. Access

4.4.3.1. Access to more features and abilities in a system can give people more ways to help others and to contribute. It also helps make them feel valued. More meaningful if earned.

4.4.4. Collect & Trade

4.4.4.1. Many people love to collect things. Give them a way to collect and trade items in your system. Helps build relationships and feelings of purpose and value.

4.4.5. Gifting / Sharing

4.4.5.1. Allow gifting or sharing of items to other people to help them achieve their goals. Whilst a form of altruism, the potential for reciprocity can be a strong motivator.

4.4.6. Sharing Knowledge

4.4.6.1. For some, helping other people by sharing knowledge with them is its own reward. Build the in the ability for people to answer questions and teach others.

5. Andrzej Marczewski

5.1. Andrej Marczewski

6. Player (Extrinsic)

6.1. REWARD

6.2. Motivated by Rewards. Will play your “game”, for the purpose of gaining rewards. A subset of users containing Networkers, Exploiters, Consumers & Self Seekers.

6.3. Sub types

6.3.1. Self-Seeker

6.3.1.1. Self-Seeker Will act in a similar way to Philanthropists but only for reward or recognition. Value quantity over quality (unless needed!)

6.3.1.2. This group of users will act in a similar way to Philanthropists. They will answer people’s questions, share knowledge and be helpful – but for a cost. If there is no reward, don’t expect them to get involved! They can be useful, however, if they are being asked to get involved for rewards, expect quantity over quality!

6.3.2. Consumer

6.3.2.1. Consumer Consumers will do what is needed to get rewards. If that requires them to learn new skills or take on challenges (like an Achiever), then they will do it.

6.3.2.2. Consumers will do what is needed to get rewards. If that requires them to learn new skills or take on challenges (like an Achiever), then they will do it. However, if they can get rewards for just doing what they were already doing – even better. Think of them as the ones who will enter competitions just for the prize or who shop at one store just for the loyalty programme.

6.3.3. Networker

6.3.3.1. Networker Where a Socialiser connects to others because they are looking for relatedness, Networkers are looking for useful contacts that they can gain from.

6.3.3.2. Where a Socialiser connects to others because they are looking for relatedness, Networkers are looking for useful contacts that they can gain from. They follow the big influencers on social networks, not because they are interested in them, but because they hope it will get them noticed, increase their influence and lead to a reward.

6.3.4. Exploiter

6.3.4.1. Exploiter Like Free Spirits, these guys are looking for the boundaries of the system, where they can go and what they can do. However, for them, it is a way to find new ways to rewards.

6.3.4.2. Like Free Spirits, these guys are looking for the boundaries of the system, where they can go and what they can do. However, for them, it is a way to find new ways to rewards. If they find a loop-hole, don’t expect them to report it unless they feel others are earning more than them exploiting it! They are the most likely to exploit the system (you could say cheat!). They are also the people who will build things just to sell. Think of Second Life. Loads of people started to build things – some realised that as well as being fun, they could make some money from selling items. For a few this turned into a way of making a living. They stopped making things for fun and just made them for profit.

6.4. Essentially the Player is motivated by rewards, plain and simple. They will do similar things to the intrinsically motivated group, but only if there is a reward at the end of it!

6.5. The Player User Type is important to recognise as most people coming into a gamified system are probably there initially due to rewards (points, prizes etc). The trick is to try and convert them from being reward oriented into intrinsically motivated users (Socialiser, Free Spirit, Achiever, Philanthropist). There is some evidence to show that the extrinsic types will convert to their analogous intrinsic types (so Networker -> Socialiser etc) but it is not a dead certainty in all cases. Design for the intrinsic user types that benefit your system, but include reward paths for the onboarding process for best effect and greatest coverage.

6.6. Mechanics and Elements

6.6.1. Points / Experience Points (XP)

6.6.1.1. Points and XP are feedback mechanics. Can track progress, as well as be used as a way to unlock new things. Award based on achievement or desired behaviour.

6.6.2. Physical Rewards / Prizes

6.6.2.1. Physical rewards and prizes can promote lots of activity and when used well, can create engagement. Be careful of promoting quantity over quality.

6.6.3. Leaderboards / Ladders

6.6.3.1. Leaderboards come in different flavours, most commonly relative or absolute. Commonly used to show people how they compare to others and so others can see them. Not for everyone.

6.6.4. Badges / Achievements

6.6.4.1. Badges and achievements are a form of feedback. Award them to people for accomplishments. Use them wisely and in a meaningful way to make them more appreciated.

6.6.5. Virtual Economy

6.6.5.1. Create a virtual economy and allow people to spend their virtual currency on real or virtual goods. Look into the legalities of this type of system and consider the long term financial costs!

6.6.6. Lottery / Game of Chance

6.6.6.1. Lotteries and games of chance are a way to win rewards with very little effort from the user. You have to be in it, to win it though!

7. 52 GAMIFICATION MECHANICS AND ELEMENTS

7.1. General

7.1.1. On-boarding / Tutorials

7.1.1.1. No one uses manuals anymore! Help people get used to your system with a nice tutorial or a gentle introduction on how everything works.

7.1.1.2. On-boarding / Tutorials

7.1.2. Signposting

7.1.2.1. Sometimes, even the best people need to be pointed in the right direction. Signpost next actions to help smooth early stages of a journey. Use “just in time” cues to help users who are stuck.

7.1.2.2. Signposting

7.1.3. Loss Aversion

7.1.3.1. No one likes to lose things. Fear of losing status, friends, points, achievements, possessions, progress etc can be a powerful reason for people to do things.

7.1.3.2. Loss Aversion

7.1.4. Progress / Feedback

7.1.4.1. Progress and feedback come in many forms and have many mechanics available. All User Types need some sort of measure of progress or feedback, but some types work better than others.

7.1.4.2. Progress / Feedback

7.1.5. Theme

7.1.5.1. Give your gamification a theme, often linked with narrative. Can be anything from company values to werewolves. Add a little fantasy, just make sure users can make sense of it.

7.1.5.2. Theme

7.1.6. Narrative / Story

7.1.6.1. Tell your story and let people tell theirs. Use gamification to strengthen understanding of your story by involving people. Think like a writer!

7.1.6.2. Narrative / Story

7.1.7. Curiosity / Mystery Box

7.1.7.1. Curiosity is a strong force. Not everything has to be fully explained, a little mystery may encourage people in new directions.

7.1.7.2. Curiosity / Mystery Box

7.1.8. Time Pressure

7.1.8.1. Reducing the amount of time people have to do things can focus them on the problem. It can also lead to different decisions.

7.1.9. Scarcity

7.1.9.1. Making something rare can make it all the more desirable.

7.1.10. Strategy

7.1.10.1. Make people think about what they are doing, why they are doing it and how it might affect the outcomes of the game.

7.1.11. Flow

7.1.11.1. Getting the perceived levels of challenge and skill just right can lead to a state of Flow. Balance is the key.

7.1.12. Consequences

7.1.12.1. If the user gets things wrong, what are the consequences? Do they lose a life, points or items they have earned?

7.1.13. Investment

7.1.13.1. When people invest time, effort, emotions or money, they will value the outcomes all the more.

7.2. Schedules

7.2.1. Random Rewards

7.2.1.1. Surprise and delight people with unexpected rewards. Keep them on their toes and maybe even make them smile.

7.2.2. Fixed Reward Schedule

7.2.2.1. Reward people based on defined actions and events. First activity, level up, progression. Useful during on-boarding and to celebrate milestone events.

7.2.3. Time Dependent Rewards

7.2.3.1. Events that happen at specific times (birthdays etc.) or are only available for set period of time (e.g. come back each day for a reward). Users have to be there to benefit.

7.3. Socialiser

7.3.1. Guilds / Teams

7.3.1.1. Let people build close-knit guilds or teams. Small groups can be much more effective than large sprawling ones. Create platforms for collaboration but also pave the way for team based competitions.

7.3.2. Social Network

7.3.2.1. Allow people to connect and be social with an easy to use and accessible social network. It is can be more fun to play with other people than to play on your own.

7.3.3. Social Status

7.3.3.1. Status can lead to greater visibility for people, creating opportunities to create new relationships. It can also feel good. You can make use of feedback mechanics such as leaderboards and certificates.

7.3.4. Social Discovery

7.3.4.1. A way to find people and be found is essential to building new relationships. Matching people based on interests and status can all help get people started.

7.3.5. Social Pressure

7.3.5.1. People often don’t like feeling they are the odd one out. In a social environment, this can be used to encourage people to be like their friends. Can demotivate if expectations are unrealistic.

7.3.6. Competition

7.3.6.1. Competition gives people a chance to prove themselves against others. It can be a way to win rewards, but can also be a place where new friendships and relationships are born.

7.4. Free Spirit

7.4.1. Exploration

7.4.1.1. Give your Free Spirits room to move and explore. If you are creating virtual worlds, consider that they will want to find the boundaries and give them something to find.

7.4.2. Branching Choices

7.4.2.1. Let the user choose their path and destiny. From multiple learning paths to responsive narratives. Remember, choice has to be or at least feel meaningful to be most effective and appreciated.

7.4.3. Easter Eggs

7.4.3.1. Easter eggs are a fun way to reward and surprise people for just having a look around. For some, the harder they are to find, the more exciting it is!

7.4.4. Unlockable / Rare Content

7.4.4.1. Add to the feeling of self expression and value, by offering unlockable or rare content for free spirits to make use of. Link to Easter eggs and exploration as well as achievement.

7.4.5. Creativity Tools

7.4.5.1. Allow people to create their own content and express themselves. This may be for personal gain, for pleasure or to help other people (teaching materials, levels, gear, FAQ etc).

7.4.6. Customisation

7.4.6.1. Give people the tools to customise their experience. From avatars to the environment, let them express themselves and choose how they will present themselves to others.

7.5. Achiever

7.5.1. Challenges

7.5.1.1. Challenges help keep people interested, testing their knowledge and allowing them to apply it. Overcoming challenges will make people feel they have earned their achievement.

7.5.2. Certificates

7.5.2.1. Different from general rewards and trophies, certificates are a physical symbol of mastery and achievement. They carry meaning, status and are useful.

7.5.3. Learning / New Skills

7.5.3.1. What better way to achieve mastery than to learn something new? Give your users the opportunity to learn and expand.

7.5.4. Quests

7.5.4.1. Quests give users a fixed goal to achieve. Often made up from a series of linked challenges, multiplying the feeling of achievement.

7.5.5. Levels / Progression

7.5.5.1. Levels and goals help to map a users progression through a system. It can be as important to see where you can go next as it is to see where you have been.

7.5.6. Boss Battles

7.5.6.1. Boss battles are a chance to consolidate everything you have learned and mastered in one epic challenge. Usually signals the end of the journey – and the beginning of a new one.

7.6. Philanthropists

7.6.1. Meaning / Purpose

7.6.1.1. Some just need to understand the meaning or the purpose of what they are doing (epic or otherwise). For others they need to feel they are part of something greater than themselves.

7.6.2. Care-taking

7.6.2.1. Looking after other people can be very fulfilling. Create roles

7.6.2.2. for administrators, moderators, curators etc. Allow users to take a parental role.

7.6.3. Access

7.6.3.1. Access to more features and abilities in a system can give people more ways to help others and to contribute. It also helps make them feel valued. More meaningful if earned.

7.6.4. Collect & Trade

7.6.4.1. Many people love to collect things. Give them a way to collect and trade items in your system. Helps build relationships and feelings of purpose and value.

7.6.5. Gifting / Sharing

7.6.5.1. Allow gifting or sharing of items to other people to help them achieve their goals. Whilst a form of altruism, the potential for reciprocity can be a strong motivator.

7.6.6. Sharing Knowledge

7.6.6.1. For some, helping other people by sharing knowledge with them is its own reward. Build the in the ability for people to answer questions and teach others.

7.7. Disruptor

7.7.1. Innovation Platform

7.7.1.1. Disruptors think outside the box and boundaries of your system. Give them a way to channel that and you can generate great innovations.

7.7.2. Voting / Voice

7.7.2.1. Give people a voice and let them know that it is being heard. Change is much easier if everyone is on the same page.

7.7.3. Development Tools

7.7.3.1. Think modifications rather than hacking and breaking. Let them develop new add-ons to improve and build on the system.

7.7.4. Anonymity

7.7.4.1. If you want to encourage total freedom and lack of inhibitions, allow your users to remain anonymous. Be very, very careful as anonymity can bring out the worst in people!

7.7.5. Light Touch

7.7.5.1. Whilst you must have rules, if you are encouraging disruption, apply them with a light touch. See how things play out before jumping in. Keep a watchful eye and listen to the feedback of users.

7.7.6. Anarchy

7.7.6.1. Sometimes you just have to burn it all to the ground and start again. Sit back, throw the rule book out of the window and see what happens! Consider running short “no rules” events.

7.8. Player

7.8.1. Points / Experience Points (XP)

7.8.1.1. Points and XP are feedback mechanics. Can track progress, as well as be used as a way to unlock new things. Award based on achievement or desired behaviour.

7.8.2. Physical Rewards / Prizes

7.8.2.1. Physical rewards and prizes can promote lots of activity and when used well, can create engagement. Be careful of promoting quantity over quality.

7.8.3. Leaderboards / Ladders

7.8.3.1. Leaderboards come in different flavours, most commonly relative or absolute. Commonly used to show people how they compare to others and so others can see them. Not for everyone.

7.8.4. Badges / Achievements

7.8.4.1. Badges and achievements are a form of feedback. Award them to people for accomplishments. Use them wisely and in a meaningful way to make them more appreciated.

7.8.5. Virtual Economy

7.8.5.1. Create a virtual economy and allow people to spend their virtual currency on real or virtual goods. Look into the legalities of this type of system and consider the long term financial costs!

7.8.6. Lottery / Game of Chance

7.8.6.1. Lotteries and games of chance are a way to win rewards with very little effort from the user. You have to be in it, to win it though!

7.9. The Periodic Table of Gamification Elements

7.9.1. The Periodic Table of Gamification Elements

8. Disruptor

8.1. CHANGE

8.2. Disruptor Motivated by Change, Disruptors come in four types. They can be of great assistance but can cause a lot of trouble as well.

8.3. Type and Sub-Types

8.3.1. Griefer

8.3.1.1. Griefer They want to negatively affect other users, just because they can. It may be to prove a point about the fact they don’t like the system, it may just be for fun.

8.3.1.2. This is our Killer (yep, finally I have an answer for those who kept asking where it was!). I have chosen to use Bartle’s description from his 8 types because this is the pure arsehole type. They want to negatively affect other users, just because they can. It may be to prove a point about the fact they don’t like the system, it may just be for fun. They have no place in most gamified systems, so you need to find ways to either change their minds – or get rid of them.

8.3.2. Destroyer

8.3.2.1. Destroyer This type of user wants to break the system directly. This may be by hacking or finding loopholes in the rules that allow them to ruin the experience for others.

8.3.2.2. This type of user wants to break the actual system directly. This may be by hacking or finding loopholes in the rules that allow them to ruin the experience for others. Their reasons again may be because they dislike the system or it may just be because they find it fun to hack and break things. If you can’t convince them to at least convert to an Improver, then you have to get rid of them.

8.3.3. Influencer

8.3.3.1. Influencer These users will try to change the way a system works by exerting influence over other users. This is not to say they are a negative type, far from it.

8.3.3.2. These users will try to change the way a system works by exerting influence over other users. This is not to say they are a negative type, far from it. If they feel the system needs to change and you actually allow them a voice to help change it, they could become massive advocates. Make use of them or lose them – worse still the could end up switching to a Griefer!

8.3.4. Improver

8.3.4.1. Improver Improvers will interact with the system with the best intentions in mind. They may hack it or find loopholes, but their aim is to change the system for the better.

8.3.4.2. Improvers will interact with the system with the best intentions in mind. They may hack it or find loopholes, but their aim is to change the system for the better. They are similar to the Free Spirit type, in reality, they want to have the chance to explore the system, find problems and try to fix them. Take care of these users as they can help you massively. Mistreat them and they may well become Destroyers

8.4. Disruptors disrupt a system in some way. This may be by acting on users or on the system itself. As with the Player type, the Disruptor type is a group rather than a single type. However, I don’t tend to go into the detail as the effect on your design is generally similar for all the variations of the type. Going into a deep dive, we get these 4 main types of disruptor:

8.5. Mechanics and Elements

8.5.1. Innovation Platform

8.5.1.1. Disruptors think outside the box and boundaries of your system. Give them a way to channel that and you can generate great innovations.

8.5.2. Voting / Voice

8.5.2.1. Give people a voice and let them know that it is being heard. Change is much easier if everyone is on the same page.

8.5.3. Development Tools

8.5.3.1. Think modifications rather than hacking and breaking. Let them develop new add-ons to improve and build on the system.

8.5.4. Anonymity

8.5.4.1. If you want to encourage total freedom and lack of inhibitions, allow your users to remain anonymous. Be very, very careful as anonymity can bring out the worst in people!

8.5.5. Light Touch

8.5.5.1. Whilst you must have rules, if you are encouraging disruption, apply them with a light touch. See how things play out before jumping in. Keep a watchful eye and listen to the feedback of users.

8.5.6. Anarchy

8.5.6.1. Sometimes you just have to burn it all to the ground and start again. Sit back, throw the rule book out of the window and see what happens! Consider running short “no rules” events.

9. The Dodecad of User Types

9.1. Dodecad

10. Appendix

10.1. More Links

10.1.1. Marczewskis Gamification User Type Analysis Tool - Reversed

10.1.2. Gamified UK Gamification User Type HEXAD Test

10.1.3. HEXAD: A Player Type Framework for Gamification Design

10.1.4. 52 Gamification Mechanics and Elements

10.1.5. Amazon link of the book

10.1.6. Bartle Test of Gamer Psychology - Gamer Types

10.1.6.1. 1

10.2. Possible Interactions

10.2.1. All of these different user types have the potential to affect each other in your system

10.2.2. Philanthropists are the parent figure. They are the ones who are likely to want to help anybody they can, no matter of the other person’s motives

10.2.3. Exploiters, on the other hand, will make use of anyone and everything they can to get personal gain from the system.

10.2.4. Socialiser and Networkers will wish to interact with people. Neither will be after anything from people directly. In the case of a networker, their reward comes from being connected; whereas the socialiser’s reward is knowing you and interacting with you.

10.2.5. Self Seekers have no real interest in the people within a system, they are just a means to an end (that end being the shiny shiny things). In a similar way

10.2.6. Achievers are not there for the people, they are there for self-enrichment. The big difference here is that the Self Seeker is the one who will collect badges and trophies in a system to show off their expertise to others.

10.2.7. Free Spirits and Consumers have the least impact on any of the other users. Their interests are purely personal, using the system to get what they want from it. Other users are of no direct interest to them.

10.3. User Type Evolution

10.3.1. User Type Evolution

10.4. How do you create a balanced system for all types of users?

10.4.1. Create a system that appeals to the four basic intrinsic motivations and user types. Make it social, make it meaningful and give people some freedom.

10.4.2. Then, integrate a well thought out reward system (points, badges etc.). If you do it this way around, you are not creating a system that relies on the rewards to run.

10.4.3. It is important to keep in mind that you want more of the intrinsically motivated users if possible. These are the ones who will keep coming back, keep producing content or whatever else they are meant to be doing.

10.4.4. Philanthropists and Achievers can both help a system thrive.

10.4.4.1. Philanthropists want to help everyone. They want to answer questions and guide users.

10.4.4.2. Achievers, depending on the type of system, may also wish to do the same. They are interested in being the best – at mastering things. They will want to give the best answer to a question, not so much to help the user, but to know they were the best. However, as their main aim is self-enrichment, they can also give very little back to as system aimed at teaching – which may be just what you want!

10.4.5. Free Spirits

10.4.5.1. Free Spirits tend to give very little back to the people if all the system allows them to do is explore. Too many of them and the social aspect of your system stands a good chance of not working. Give them the chance to be creative if you want to get anything back for others.

10.4.6. Socialisers

10.4.6.1. Socialisers are great for evangelising a system and bringing more people to it, however, they don’t add content to systems as much as other types can. Too many and all you have is a social network.

10.4.7. Disruptors

10.4.7.1. Disruptors are generally unavoidable. They want to change the system and will find a way if they can. Make sure you have solid rules that can be enforced. If you don’t want people to do something, make sure they system doesn’t let them do it! Also, keep in mind, disruptors can work as improvers or destroyers – so they are not all bad and may actually help you improve the system!

10.4.8. Players

10.4.8.1. If the system is flooded with Players then you stand the chance of devaluing everything. They run the risk of generating lots of meaningless content, upvoting and liking just for the reward, abusing others in an attempt to network and so on. Keeping them involved in a controlled way can be time consuming and expensive, so look at creating a system that converts them to intrinsically motivated users!

10.5. Final Thoughts

10.5.1. Real life is not as black and white, users will most likely display traits from multiple user types.

10.5.2. But, they will usually have one that guides them more than the others.

10.5.3. They are also likely to change user types as they get to know the system.

10.5.4. In systems where rewards are used in the onboarding process but are phased out as the user becomes more capable, you will see them going from extrinsically “motivated” user types to intrinsically motivated types.

10.5.5. This is when they realise that there is more to be gained from the system than just the points and badges.