Bartle's four player types as a design lens for appealing gamification elements¶
Design · All designs
Evidence · 1 claim (1 mixed) · 1 study (1 associational),q2· 0 of 1 report an effect size · 1 claim rests on one study
Description¶
The article adopts Richard Bartle's (1996) taxonomy of game players as an explanatory framework for designing gamification layers that appeal to varied learners. As printed, "there are four main types of game player: competitors, explorers, achievers and socializers". The article argues that elements such as leaderboards and badges must appeal across these types — leaderboards suit competitors and achievers but not explorers or socializers, group or guild participation suits socializers but not competitors, and finding external resources suits explorers and competitors but not achievers or socializers — which makes gamification design for a wide variety of learners difficult and time-consuming.
Design Implications¶
Context¶
Requirements¶
- Gamification elements applied to a course should appeal to all the different types of game player in order to be useful for a wide variety of learners
Constraints¶
- The article states it is not as simple as making students compete against each other and using a leaderboard, and that designing for varied understandings of gaming makes the design process difficult
Target Learners¶
- undergraduate students with varied gaming backgrounds and expectations
Learning Goals¶
- student engagement with gamified course content
Claims¶
Related Designs¶
Examples¶
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Key Sources¶
- Robert Bajko, Jaigris Hodson, Katie Seaborn, Pamela Livingstone, Deborah Fels. (2016). Edugamifying Media Studies: Student Engagement, Enjoyment, and Interest in Two Multimedia and Social Media Undergraduate Classrooms. Information Systems Education Journal 14(6). https://www.isedj.org
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
bartle-four-player-types-design-lens |
title |
Bartle's four player types as a design lens for appealing gamification elements |
description |
The article adopts Richard Bartle's (1996) taxonomy of game players as an explanatory framework for designing gamification layers that appeal to varied learners. |
status |
review |
generated |
by process:settle-candidates on 2026-11-03 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — robert-bajko-2016 |
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