Do all users equally enjoy all game elements in gamification?
This talk presents the Hexad user types survey and the game elements correlated with each one of the six Hexad user types.
Presented at the ACM CHI PLAY 2016 Conference.
"I don't fit into a single type": A Trait Model and Scale of Game Playing Pre...Gustavo Tondello
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
Player Characteristics and Video Game PreferencesGustavo Tondello
The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants’ preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
"I don't fit into a single type": A Trait Model and Scale of Game Playing Pre...Gustavo Tondello
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
Player Characteristics and Video Game PreferencesGustavo Tondello
The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants’ preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.
An introduction to how Space Ape Games runs Live Operations. This lecture will cover a variety of topics from pricing to event schedules. This is an ideal starting point for anyone new to Live Operations or who simply wants to sanity check their own processes against another's.
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
This presentation outlines the basics of game analytics and the symbiotic relationship between game analytics and game user research, and provides 10 examples of cool game analytics and game data mining methods applied across the board of indie to AAA titles.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Presentation hold on Nov 19th in Frankfurt / Offenbach at the browsergames forum 2011.
It gives you a quick intro based on examples on HOW to use game analytics and metrics effectively.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
A Sententia Gamification Design Tool
www.SententiaGames.com
What is a Learner Persona?
Learner Personas are a fictional representation of your targeted learners. They are based on real data about learner demographics and behavior, along with educated speculation about their personal histories, motivations, and concerns.
Learn More at www.SententiaGames.com
Monica Cornetti
CEO Sententia Gamification
guru@sententiagames.com
@monicacornetti
This presentation outlines the basics of game analytics and the symbiotic relationship between game analytics and game user research, and provides 10 examples of cool game analytics and game data mining methods applied across the board of indie to AAA titles.
With free-to-play games, you need to plan your live operations strategy as carefully as you plan your game. Learn how to use in-game events and promotions to drive retention and monetization of your game.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Life After Launch: How to Grow Mobile Games with In-Game EventsSimon Hade
Presentation from a talk by Space Ape COO Simon Hade at GDC Europe in June 2016. To see the video of the talk and related presentations see http://links.spaceapegames.com/liveops
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Presentation hold on Nov 19th in Frankfurt / Offenbach at the browsergames forum 2011.
It gives you a quick intro based on examples on HOW to use game analytics and metrics effectively.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
A Sententia Gamification Design Tool
www.SententiaGames.com
What is a Learner Persona?
Learner Personas are a fictional representation of your targeted learners. They are based on real data about learner demographics and behavior, along with educated speculation about their personal histories, motivations, and concerns.
Learn More at www.SententiaGames.com
Monica Cornetti
CEO Sententia Gamification
guru@sententiagames.com
@monicacornetti
Dynamic Personalization of Gameful Interactive SystemsGustavo Tondello
These are the slides of my Ph.D. thesis oral defence at the University of Waterloo on June 20, 2019.
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes.
Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of system, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a method for personalized gameful design with three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
In this talk, Lennart will explain how game thinking works as a problem-solving strategy and provide practical takeaways for designers who are interested in using game thinking in their UX process. He will also talk about his most recent research into gameful design, player types, and surveys and heuristics to assess gamification.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
Game-Based Research: Implementing brand health and satisfaction tracking usin...Datagame
This (abridged) presentation was delivered at the Market Research Event in December 2014. It provides a few statistics about the reach of games in the current culture and compares traditional survey-based tactics for conducting brand health tracking studies with a more enjoyable game-based approach.
Examining the Role and Journey of Women in Collaborative Core Gaming: A Compa...Flavia Stoian
Inspired by the continual transition and controversial nature of the gaming culture, this study is a comparative inquiry into the online and the tabletop gaming culture from the perspective of women gamers to find out how critical differences between the two spaces mark their experience while they practice the games they love. It is written as a comparative narrative between online and tabletop data collected from Dungeons & Dragons and World of Warcraft. Both games are part of overlapping genres, have similar mechanics, and the player base have common characteristics. The thesis is structured in two sections. The first section reviews the literature necessary to scaffold the research approach. The second section is a three-fold, ethnographic exploration of the Dungeons & Dragons and World of Warcraft gaming spaces, from the perspective of women gamers.
What characteristics of gamers’ profile should be taken into account in play...Thea24
Our paper stresses the need to bring to the forefront the social and emotional aspects of usability as a means to design enjoyable player- centered game experiences.
This work questions the validity of those HCI approaches generalizing usability principles and heuristics to the universe of gamers assuming that they comprise a homogenous population’.
Our findings strongly support the consideration of specific individual characteristics to the design of player-centred game experiences.
[devcom2019] Behavioral Economics for Game: Cases of User Data AnalysisHyeyon Kwon
This session will introduce three cases of applying behavioral economics to analyze game users with a massive amount of data. Sentience's Co-founder and Research Lead, Hyeyon Kwon, will describe meta-model of player's motivations, which reflects four basic human needs of rewards - personal satisfaction, personal rewards, social interaction, public recognition - and elaborate 1) how to quantify and parameterize each motivation from data, 2) build econometric models, and 3) analyze the data to draw implications.
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
Several research studies have been showing that personalized gameful solutions can lead to higher engagement and performance. However, personalized gameful design faces two challenges: deciding how to select game elements and activities that are appealing to different users, and deciding how to adapt the experience to each user. In this talk, Gustavo reports on the latest research and his own experience designing personalized gameful solutions. To solve the first challenge (design), he will show how to use the classification of gameful design elements, the gameful design heuristics, and the user types models to create solutions that are appealing to different users. For the second challenge (adaptation), he will discuss strategies for customization (letting the user adjust their experience at will) or personalization (having the system automatically learn about the user and make adjustments).
Keynote presented at Gamification Europe 2020.
A Theory of Gamification Principles Through Goal-Setting TheoryGustavo Tondello
Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
A Framework and Taxonomy of Videogame Playing Preferences (CHI PLAY 17)Gustavo Tondello
We propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an online survey of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience.
Introduction to Gameful Design Heuristics (CHI 2017)Gustavo Tondello
Part 1/2 of CHI 2017 course "Applying Gameful Design Heuristics". This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application. Finally, at the end of the second unit, we
will be discussing how to generate design ideas with the heuristics.
In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.
The use of Nauplii and metanauplii artemia in aquaculture (brine shrimp).pptxMAGOTI ERNEST
Although Artemia has been known to man for centuries, its use as a food for the culture of larval organisms apparently began only in the 1930s, when several investigators found that it made an excellent food for newly hatched fish larvae (Litvinenko et al., 2023). As aquaculture developed in the 1960s and ‘70s, the use of Artemia also became more widespread, due both to its convenience and to its nutritional value for larval organisms (Arenas-Pardo et al., 2024). The fact that Artemia dormant cysts can be stored for long periods in cans, and then used as an off-the-shelf food requiring only 24 h of incubation makes them the most convenient, least labor-intensive, live food available for aquaculture (Sorgeloos & Roubach, 2021). The nutritional value of Artemia, especially for marine organisms, is not constant, but varies both geographically and temporally. During the last decade, however, both the causes of Artemia nutritional variability and methods to improve poorquality Artemia have been identified (Loufi et al., 2024).
Brine shrimp (Artemia spp.) are used in marine aquaculture worldwide. Annually, more than 2,000 metric tons of dry cysts are used for cultivation of fish, crustacean, and shellfish larva. Brine shrimp are important to aquaculture because newly hatched brine shrimp nauplii (larvae) provide a food source for many fish fry (Mozanzadeh et al., 2021). Culture and harvesting of brine shrimp eggs represents another aspect of the aquaculture industry. Nauplii and metanauplii of Artemia, commonly known as brine shrimp, play a crucial role in aquaculture due to their nutritional value and suitability as live feed for many aquatic species, particularly in larval stages (Sorgeloos & Roubach, 2021).
This presentation explores a brief idea about the structural and functional attributes of nucleotides, the structure and function of genetic materials along with the impact of UV rays and pH upon them.
Richard's aventures in two entangled wonderlandsRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
Earliest Galaxies in the JADES Origins Field: Luminosity Function and Cosmic ...Sérgio Sacani
We characterize the earliest galaxy population in the JADES Origins Field (JOF), the deepest
imaging field observed with JWST. We make use of the ancillary Hubble optical images (5 filters
spanning 0.4−0.9µm) and novel JWST images with 14 filters spanning 0.8−5µm, including 7 mediumband filters, and reaching total exposure times of up to 46 hours per filter. We combine all our data
at > 2.3µm to construct an ultradeep image, reaching as deep as ≈ 31.4 AB mag in the stack and
30.3-31.0 AB mag (5σ, r = 0.1” circular aperture) in individual filters. We measure photometric
redshifts and use robust selection criteria to identify a sample of eight galaxy candidates at redshifts
z = 11.5 − 15. These objects show compact half-light radii of R1/2 ∼ 50 − 200pc, stellar masses of
M⋆ ∼ 107−108M⊙, and star-formation rates of SFR ∼ 0.1−1 M⊙ yr−1
. Our search finds no candidates
at 15 < z < 20, placing upper limits at these redshifts. We develop a forward modeling approach to
infer the properties of the evolving luminosity function without binning in redshift or luminosity that
marginalizes over the photometric redshift uncertainty of our candidate galaxies and incorporates the
impact of non-detections. We find a z = 12 luminosity function in good agreement with prior results,
and that the luminosity function normalization and UV luminosity density decline by a factor of ∼ 2.5
from z = 12 to z = 14. We discuss the possible implications of our results in the context of theoretical
models for evolution of the dark matter halo mass function.
Travis Hills' Endeavors in Minnesota: Fostering Environmental and Economic Pr...Travis Hills MN
Travis Hills of Minnesota developed a method to convert waste into high-value dry fertilizer, significantly enriching soil quality. By providing farmers with a valuable resource derived from waste, Travis Hills helps enhance farm profitability while promoting environmental stewardship. Travis Hills' sustainable practices lead to cost savings and increased revenue for farmers by improving resource efficiency and reducing waste.
Observation of Io’s Resurfacing via Plume Deposition Using Ground-based Adapt...Sérgio Sacani
Since volcanic activity was first discovered on Io from Voyager images in 1979, changes
on Io’s surface have been monitored from both spacecraft and ground-based telescopes.
Here, we present the highest spatial resolution images of Io ever obtained from a groundbased telescope. These images, acquired by the SHARK-VIS instrument on the Large
Binocular Telescope, show evidence of a major resurfacing event on Io’s trailing hemisphere. When compared to the most recent spacecraft images, the SHARK-VIS images
show that a plume deposit from a powerful eruption at Pillan Patera has covered part
of the long-lived Pele plume deposit. Although this type of resurfacing event may be common on Io, few have been detected due to the rarity of spacecraft visits and the previously low spatial resolution available from Earth-based telescopes. The SHARK-VIS instrument ushers in a new era of high resolution imaging of Io’s surface using adaptive
optics at visible wavelengths.
Seminar of U.V. Spectroscopy by SAMIR PANDASAMIR PANDA
Spectroscopy is a branch of science dealing the study of interaction of electromagnetic radiation with matter.
Ultraviolet-visible spectroscopy refers to absorption spectroscopy or reflect spectroscopy in the UV-VIS spectral region.
Ultraviolet-visible spectroscopy is an analytical method that can measure the amount of light received by the analyte.
Nutraceutical market, scope and growth: Herbal drug technologyLokesh Patil
As consumer awareness of health and wellness rises, the nutraceutical market—which includes goods like functional meals, drinks, and dietary supplements that provide health advantages beyond basic nutrition—is growing significantly. As healthcare expenses rise, the population ages, and people want natural and preventative health solutions more and more, this industry is increasing quickly. Further driving market expansion are product formulation innovations and the use of cutting-edge technology for customized nutrition. With its worldwide reach, the nutraceutical industry is expected to keep growing and provide significant chances for research and investment in a number of categories, including vitamins, minerals, probiotics, and herbal supplements.
Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
What is greenhouse gasses and how many gasses are there to affect the Earth.moosaasad1975
What are greenhouse gasses how they affect the earth and its environment what is the future of the environment and earth how the weather and the climate effects.
Remote Sensing and Computational, Evolutionary, Supercomputing, and Intellige...University of Maribor
Slides from talk:
Aleš Zamuda: Remote Sensing and Computational, Evolutionary, Supercomputing, and Intelligent Systems.
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Inter-Society Networking Panel GRSS/MTT-S/CIS Panel Session: Promoting Connection and Cooperation
https://www.etran.rs/2024/en/home-english/
Remote Sensing and Computational, Evolutionary, Supercomputing, and Intellige...
The Gamification User Types Hexad Scale
1. The Gamification User
Types Hexad Scale
Gustavo F. Tondello, Rina R. Wehbe,
Lisa Diamond, Marc Busch,
Andrzej Marczewski, Lennart E. Nacke
2. Gamification
2
Game design elements in non-game contexts (Deterding et al., 2011)
(Marczewski, 2015)
Deterding, Dixon, Khaled, & Nacke. 2011. From Game Design Elements to Gamefulness: Defining “Gamification.” Proc. of MindTrek '11, ACM.
Andrzej Marczewski. 2015. 48 Gamification elements, mechanics and ideas. Gamified UK.
4. Gamification User Types Hexad
4
(Marczewski, 2015)
Do all users equally enjoy all game elements?
Theoretical References
• Self-determination theory
(Ryan & Deci, 2000)
• Player typologies
(Bartle, 2005)
Andrzej Marczewski. 2015. User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design. Gamified UK.
R. Ryan & E. Deci. 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.
The American Psychologist 55, 1: 68–78.
Richard Bartle. 2005. Virtual Worlds: Why People Play. Massively Multiplayer Game Development 2, 1.
5. Goals
Gap: no validated instrument for assessing user types
Goal: Propose and validate a survey measure for scoring
an individual in the six Hexad user types
Gap: no empirical evidence that the user types explain user’s
preferences for different game elements
Goal: Evaluate if the Hexad user types correspond to
user’s preferences for different game elements
5
6. Female,
64
Male,
59
N/A, 10
Methods
1. Survey scale construction
• Expert workshop to generate survey items
• Expert rating to select the best 5 items per user type
2. Data collection and analysis
• 133 participants (40 in the follow-up) – aged 18-36
• demographic information
• Hexad user types
• game elements preferences
• personality (BFI-10 (Rammstedt & John, 2011))
6
N=133
B. Rammstedt and O. John. 2007. Measuring personality in one minute or less: A 10-item short version of the Big Five
Inventory in English and German. Journal of Research in Personality 41, 1: 203–212.
7. Survey Validation
User Type α (5 items) α (4 items) r (5 items) r (4 items)
Philanthropist .896 .893 .850 ** .852 **
Socialiser .846 .838 .820 ** .853 **
Free Spirit .727 .723 .483 ** .631 **
Achiever .766 .759 .752 ** .798 **
Disruptor .728 .738 .611 ** .782 **
Player .689 .698 .387 * .357 *
7
* p < 0.05. ** p < 0.01.
Internal Consistency Test-Retest
Factor analysis results are available in the paper
8. Survey Availability
The full survey is available in the paper
Also online: https://gamified.uk/UserTypeTest2016/user-type-test.php
8
9. Survey Scoring
Exact scoring per user type
9
By main user type only
Philanthropist
24%
Achiever
24%
Free
Spirit
22%
Socialiser
19%
Player
10%
Disruptor
1%
N=133
22.36 22.18 22.09
20.33 20.99
14.94
0
5
10
15
20
25
30
Philanthropist
Achiever
FreeSpirit
Socialiser
Player
Disruptor
Mean
12. Implications
Design
Supporting different user types
Personalizing the user experience
Research
Better understanding of
gamifications mechanisms and
effects
12
Philanthropist
24%
Achiever
24%
Free
Spirit
22%
Socialiser
19%
Player
10%
Disruptor
1%
N=133
13. Limitations and Future Work
Repeat the study with a larger sample
Review the subscale for the Player type
Investigate motivations for Philanthropists on a focused
study
Investigate the role of the context in moderating the user
experience
Investigate the similarities of the Hexad with other player
type models
13
14. Takeaways
Goal: Propose and validate a survey for the Hexad user types
A standard and validated 24-items survey for assessing Hexad
user types is now available (see the paper for details)
Goal: Evaluate if the user types correspond to user’s preferences
A table of preferred game elements per user type is now
available for:
• Supporting different user types
• Personalizing the user experience in gameful applications
• Further researching the mechanisms and effects of gamification
14
15. Thank you!
The Gamification User Types Hexad Scale
http://dx.doi.org/10.1145/2967934.2968082
CONTACT
Gustavo F. Tondello
gustavo@tondello.com
@GustavoTondello
http://hcigames.com/
15
Thanks to Marim Ganaba (HCI Games Group) for infographic design.