“…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].…”