background preloader

Bartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything)

Bartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything)
Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today's MMORPGs, while studying at Essex University. He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers. This theory has since been used in all sorts of game design situations where it doesn't apply - let's look at what exactly it does tell us. MUD is a text-based adventure game (no graphics at all, only text) that had the then-unique attribute of being able to be played alongside other human players. It was one of the first online persistent worlds created, and you can still grab a MUD client today, connect to a server and play. It's a simplified version of pen and paper role-playing games in that the player has to imagine the world according to the information the Game Master (the server and the writer of the game, in this case) provides. Summary of Bartle's player types. Bartle calls it a bandwagon.

http://gamedevelopment.tutsplus.com/articles/bartles-taxonomy-of-player-types-and-why-it-doesnt-apply-to-everything--gamedev-4173

Related:  Education, games and gamificationWSSG Design AcademyGamificación

Top 10 Best Video Game Spinoffs Video Game spinoffs aren't actually as common as you might think. Sure, games have tons of sequels, but those don't really count, and mashups like Marvel vs. Capcom or Super Smash Bros. are in a category of their own. Social Engagement: who’s playing? how do they like to engage? Many people are familiar with Bartle's Player Types: Achiever, Explorer, Socializer, and Killer. These canonical descriptions evolved out of social patterns that Bartle observed in early MUDS (multi-user dungeons AKA text precursors of MMOs like World of Warcraft). Many game designers (myself included) use this model to plan, design and tweak multiplayer games like MMOs. A key value of Bartle's system is to raise awareness that different people enjoy different types of fun.

Here Is A Great Tool for Creating Educational Video Games to Use in Class February 10, 2016Pixel Press is an excellent application that enables you to draw your own video games. Teachers can create educational video games to use in class without the need for any coding skills. The process is very simple: use pen and paper to draw your game, take a picture of it via your iPad’s camera and Pixel Press does the rest and bring your game to life. You can either create on paper with ‘Draw-on-Paper’ and take a picture of it or use ‘Draw-in-App’ to directly draw on screen. When your game is created, you can then share it with the entire community in the ‘Arcade’.

Massively Overthinking: Let’s take the classic Bartle test – Massively Overpowered Here’s something you probably didn’t know: Online worlds researcher Dr. Richard Bartle didn’t actually write the Bartle test. His original research explored, analyzed, and defined the four player archetypes — killer, socializer, achiever, and explorer — but the test based on that paper was created a few years later by Erwin Andreasen and Brandon Downey and named in his honor. We’ve been talking a lot about Bartle’s ideas’ relevance to modern MMOs in the last month or two, so I thought it would be fun to ask the Massively OP staff and readers to take the test, share their results, and talk about what it all means in this week’s Massively Overthinking. There are, of course, some caveats.

Gamification User Types and the 4 Keys 2 Fun - Gamified UK Blog I am pretty excited about this one. Gamification User Types When I created my gamification User Types definitions, it was with a mind to help people consider who is going to be in their gamified systems and what may motivate them. I started with the intrinsic motivation RAMP I keep talking about, Relatedness, Autonomy, Mastery and Purpose. From this I created the Socialiser, Free Spirit, Achiever and Philanthropist user types.

Best Gamification Books - Where to start and Why Here's a list I wanted to share with you all on (almost) all the books that you should read if you are to become a gamification expert (still a long way for me, want to join?) So what should I read and is there any order I have to follow? YES! Historia: Game-Based Learning for Middle School History Jason Darnell: Somewhere down the line learning became not fun. I think somehow kids started coming to school and saying, “I’m not gonna have fun today. I’m going to school.” And the reward of Historia, it’s fun. Rick Brennan: Historia is game-based learning.

What is Gamification? Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.[1] Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement. The research company Gartner predicts that by 2015, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay, or Amazon, and more than 70% of Global 2000 organizations will have at least one gamified application. [2] History

Historia “Historia is living inside the history you are learning.” -Julia E. Age 12 Video Game Design XSeries Program Overview Imagine what it would be like to turn your love of playing video games into a career. What skills would you need to become a successful video game designer, and what job opportunities could you pursue in the industry? In this XSeries, those questions and more will be answered by Rochester Institute of Technology’s Game Design and Development faculty and the director of the International Center for the History of Electronic Games at The Strong National Museum of Play. The Engagement Alliance By earning your Gamification Design Certification you’ll become part of an elite group of experts on the cutting edge of engagement science. Help organizations transform their marketing and employee engagement strategies, building reward and recognition into their strategic framework. Earning your formal certification helps your partners and employers know that you’ve completed the essential training elements required to build transformative processes and approaches, and couldn’t be easier.

How to Effectively Use Gamification in Education with Moodle About ETR Community EdTechReview (ETR) is a community of and for everyone involved in education technology to connect and collaborate both online and offline to discover, learn, utilize and share about the best ways technology can improve learning, teaching, and leading in the 21st century. EdTechReview spreads awareness on education technology and its role in 21st century education through best research and practices of using technology in education, and by facilitating events, training, professional development, and consultation in its adoption and implementation.

Gamification Wiki Gamification is a business strategy which applies game design techniques to non-game contexts to drive user behavior. According to a Gartner Research Report, it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. By the end of 2014, Gartner predicts that over 70 percent of Global 2000 organizations will have at least one "gamified" application, and that "gamification is positioned to become a significant trend in the next five years." The gamification market is expected to reach $5.5B in 2018. Gamification has been picking up major momentum and has gained support from industry heavy weights such as such as Bing Gordon, Al Gore, J.P.

Enterprise Gamification Consultancy - Start Patience is a rare commodity these days, as we live in an age of instant gratification. At GamEffective, we've decided not to try and combat this trend, but incorporate it in to the way organizations work, to their benefit. We do this by providing feedback on performance, which has a great impact on employee motivation and performance. We're big believers in real time gamification and in the possibility of being able to know how well you're doing your job at all times.

Related: