Bartle’s player types for Gamification
Gamification, as opposed to game design, carries game-like components into non-gaming scenarios such as events. Nevertheless, there may be some crossover among gamification and game design layout, and one example is with the types of players.
According to Bartle, there are four types of players:
The categories aren't fixed. These people often exhibit qualities from multiple categories. Despite this, most people have a dominant trait defining their overall liking. If you determine where most of your players fall, you can use the information to design more engaging events. Studying players rather than stigmatizing them is crucial. You can design relatable games by recognizing what makes them succeed.
The Achiever: Achievers are infatuated with points and status. They enjoy collecting badges and showcasing them. Approx 10% of individuals are Achievers.
The Explorer: The Explorers are looking for creative skills and ideas. There are no prizes or points at stake. Exploration is their reward. Approx 10% of individuals are Explorers.
The Socializer: Socializers make up a majority of players. That equates to nearly 80% of all game players. Socializers have good times in their games because they engage with other players.
The Killer: Achievers and Killers alike gain a rush from gaining points and gaining status. Unlike Achievers, Killers want to see other people fail. Their primary motivation is victory. They make up 1% of all players.
You can modify your strategy to cater to the bulk of your audience if you know how they'll respond.
Providing attendees with badges after they attend a set number of sessions on time, ask questions, or respond to polls is one way to do this. While the game's difficult ambiance will appeal to achievers and killers, learning and socializing aspects will appeal to explorers and socializers.
The Persona Template for Gamification
Once enough research on the players has been done we can build a player persona. A template has been shared in the image above. This template begins with a basic reference guide for you to create positive changes all through gamification.
●It contains the identity of the player.
●The job title/job goals
●The pain points
● Bartle’s player type
Gamification that alleviates a few of the pain of work is far more able to win than gamification that is mainly aesthetic.
You might include some other data which you think will help you create a more precise image of the gamers. Such as including any work teams they are a portion of, any friends they had at work or any desires they may speak off.
Knowing the personas at your event makes it easy to customize your event to their wants and what they want to undergo. Attendee engagement and satisfaction will increase if you give them what they want.
The more fun your attendees have at your event, the more likely they are to return. To create attendees, turn brand advocates or repeat guests, deliver a personalized and memorable experience through Player centered Gamification.