Tuesday evenings are when our group of friends always goes off to play squash. We enjoy each other’s company, but I was in a bit of a bad mood at the end of one particular game. What was the problem? Well, I had just lost my undefeated status that I’d built up in the previous year. Even worse, I’d lost it to Erik. I was pretty annoyed. But our friend Bob didn’t understand why on earth I was so upset. For Bob, Tuesday evenings are mainly about enjoying one another’s company. He doesn’t particularly care who wins or loses. But then, each of us clearly needs something different in order to enjoy a game and continue to play it. I want to win, tick off challenges on my list and keep improving my game, whereas Bob just wants to have a fun game followed by a good chat over a beer. At House of Performance, we understand how to bear these differences in mind when it comes to Gamification.
The 4 types of players, according to Bartle
When developing a game for a client, we therefore think up motivational gaming elements suitable for different types of players. This way, each player is challenged and rewarded in a way that suits them personally, thereby encouraging them to want to continue playing the game. We use the model developed by the professor and video game researcher Richard Bartle. This model is based on 4 types of players: the Explorer, Socialiser, Achiever and Killer. And although it’s true that each individual probably demonstrates characteristics from several different types of players in real life, do recognise at least one of my squash friends in each type of player. Like to meet them?
- Explorer: Susan is an intrepid Explorer. For her, an evening playing squash is only successful if she manages to try out two new moves, such as a different type of serve. For her, we build in extra features that you only discover if you do new and unexpected things.
- Socialiser: Bob is an excellent Socialiser. He enjoys having a fun game on the court followed by a drink or two afterwards in the bar. So we build a message function into our games and make sure that the teams can see all the results, especially for players like Bob.
- Killer: A Killer such as Erik always has to win. To be better than others. And he will be only too happy to show you who’s the best. That’s why we use a ranking system – a leader board – especially for him. This way, everyone can see how successful he is.
- Achiever: I’m a true Achiever. I also play to win, but I do so mainly for myself. That’s why I think it’s cool to collect all the badges in a game. Each badge that I can get hold of gives me the feeling that I’m getting better and better.
Like to brainstorm about Gamification?
Are you thinking of deploying Gamification within your organisation, for example to enhance your teams’ ability to work autonomously or to increase your company’s turnover? If so, it’s time to discover how playing a game can contribute towards achieving your organisational goals. Would you like to discuss things over a cup of coffee, just send me a message!