Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play 2016
DOI: 10.1145/2967934.2968082
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The Gamification User Types Hexad Scale

Abstract: Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts this mapping but lacks a standard procedure to assess user preferences. Therefore, we created a 24-items survey response scale to score users' preferences towards the six different motivations in the Hexad framework. We used internal and testretest reliability analysis, as well as factor an… Show more

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Cited by 398 publications
(625 citation statements)
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References 44 publications
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“…Furthermore, mapping user personality, through the HEXAD user typology, to design elements has been attempted. The suggested design elements for each gamification player type were [3]: (i) Philanthropists: collection and trading, gifting, knowledge sharing, and administrative roles, (ii) Socialisers: guilds or teams, social networks, social comparison, social competition, and social discovery, (iii) Free Spirits: exploratory tasks, nonlinear gameplay, easter eggs, unlockable content, creativity tools, and customization, (iv) Achievers: challenges, certificates, learning new skills, quests, levels or progression, and epic challenges/"boss battles", (v) Players: points, rewards or prizes, leaderboards, badges or achievements, virtual economy, and lotteries or games of chance, (vi) Disruptors: innovation platforms, voting mechanisms, development tools, anonymity, anarchic gameplay. Finally, it is important to note that, although these six motivation clusters are presented as user types, individuals are rarely motivated by one of them exclusively and, although users are likely to display a principal tendency, in most cases they will also be motivated by the other gamification user types to some degree [3].…”
Section: The Hexad Gamification User Typologymentioning
confidence: 99%
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“…Furthermore, mapping user personality, through the HEXAD user typology, to design elements has been attempted. The suggested design elements for each gamification player type were [3]: (i) Philanthropists: collection and trading, gifting, knowledge sharing, and administrative roles, (ii) Socialisers: guilds or teams, social networks, social comparison, social competition, and social discovery, (iii) Free Spirits: exploratory tasks, nonlinear gameplay, easter eggs, unlockable content, creativity tools, and customization, (iv) Achievers: challenges, certificates, learning new skills, quests, levels or progression, and epic challenges/"boss battles", (v) Players: points, rewards or prizes, leaderboards, badges or achievements, virtual economy, and lotteries or games of chance, (vi) Disruptors: innovation platforms, voting mechanisms, development tools, anonymity, anarchic gameplay. Finally, it is important to note that, although these six motivation clusters are presented as user types, individuals are rarely motivated by one of them exclusively and, although users are likely to display a principal tendency, in most cases they will also be motivated by the other gamification user types to some degree [3].…”
Section: The Hexad Gamification User Typologymentioning
confidence: 99%
“…We designed a questionnaire that characterizes the employees/participants based on the HEXAD gamification user typology [41,3], as well as identifies their preferences in game elements to be included in a game promoting energy conservation at the workplace. Our primary objective was to reach conclusions regarding the matching between player types and game elements within our specific context, towards providing a more personalized gamified experience to our end-users.…”
Section: Survey Instrumentmentioning
confidence: 99%
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“…One of the reasons that all rewards may have greater appeal than use of fewer rewards types arises from the player types (Bartle, 1996;Yee, 2006) and user types (Tondello et al, 2016) proposed within the literature. Greater diversity in the types of rewards being offered may increase the chance of one (or some) of the rewards appealing to an individual player-for example, Achievers may favour a particular type or style of reward, while Players (or other user types) may enjoy different styles of rewards.…”
Section: Thesis Discussionmentioning
confidence: 99%