Showing posts with label sim-uni. Show all posts
Showing posts with label sim-uni. Show all posts

Tuesday, 19 February 2013

Gamification - Different Types of User


I was recently pointed in the direction of an blog article from Andrzej Marczewski, ‘Different Types of Users in Gamification’.  Andrzej built on Richard Bartle’s player type theory.  Bartle’s theorised that you could categorise MMO (Massively Multiplayer Online) game players in one of four ways: killer, achiever, socialiser and explorer.  To read Bartle’s full theory, click here.  Andrzej took these ideas and related them to gamification.

Andrzej notes that the important distinction between game players and users of gamified content is that they may not wish to ‘play’.  Andrzej categorises users as: Players, Socialisers, Free Spirits, Achievers and Philanthropists.  Below is his explanation of each:

  • Players are the ones who like to get the achievements in your system; they like to see their names on the leaderboards.  They like the “game” of it all. They are also the most likely to make use of “loop holes” to gain an advantage. There to play the game and are happy with the extrinsic rewards.
  • Socialisers (as in the original Player Type) are the ones who want to interact with others. They like to be connected to others. They are interested in parts of the system that help them do this. These are the ones will evangelise your internal social networks. Most motivated by the social connectiosn aspects of relatedness.
  • Free Spirits like to have agency. They don’t want to be restricted in how they go through their personal journey. They will be the most creative, have the fanciest avatars, create the most personal content, but also find the most holes in a system. They seek self expression and autonomy.
  • Achievers are the ones who want to be the best at things, or at least be achieving things within the system. They want to get 100% on the internal learning system. They do this for themselves and are probably not that bothered with then showing off to others about it. (This differs from the original definition, but I could not think of a better word!!). They need a system that will enrich them and lead them towards mastery.
  • Philanthropists want to feel that they are of something bigger.  They want to give back to others. These are the ones who will answer endless questions on forums, just because they like to feel they are helping. They want a system that allows them to enrich others and feel a sense of purpose.

So why is this useful?  Andrzej goes on to explain that each of these types prefer to operate in either structured or unstructured ways and for material and non-material gains.  The second part of his blog article extends this idea further explaining how users see rewards, whether they act within the system or not and how they interact with other users.  While the second part of his article gets a little complicated, it is a great tool for anyone thinking of utilising gamification.  Andrzej argues that you must create a balanced system for all users for gamification to be worthwhile and fully useful and he does a lot of the work for you in terms of working out how to do this.

For the first part of the series, visit: http://marczewski.me.uk/2013/01/30/different-types-of-users-in-gamification/
For part two: http://marczewski.me.uk/2013/02/04/user-types-in-gamification-part-2-players/

pixelfountain and its brand, games-ED, who bring this blog to you, develop learning simulations (serious games) to be used in training workshops and in the classroom.  These games are used in training so delegates are not classic game players or have not come to play.  So does Andrzej’s classification hold water in our experience? We would say that we have certainly come across these different types of players in our workshops.

We have come across a significant minority of players, who report that they enjoyed getting the high score or beating the other team – we have on occasion played more than one simulation in an event.  These are Player types.  But the most common type, bearing in mind that the games are used in training workshops, could be thought of as modified Achievers.  Note: Andrzej suggests that people may be a combination of ‘types of user’, but they usually have one main motivator.

The following quotes are just a sample of the feedback we have gained from our latest product, sim-uni (a learning simulation that models a University to train Higher Education employees).

“I think the event/the simulation provided a fun way to learn about the different elements that impact on the running of the University (particularly in raising awareness of areas not directly related to those you may have worked in), and could also be used as a team building event (irrespective of the actual content of the simulation).  It really got you thinking and talking about the issues, and also about the importance of communication (networking and negotiation).”
- E-Learning Manager

This player comes over as being primarily an Achiever.  They enjoyed playing the simulation as it provided a fun way of learning and raising awareness.  I think that secondary to this, they are a Socialiser.  They note that the simulation would be well suited to a team building event, appreciated that sim-uni got them ‘talking about the issues’ and that it highlighted the importance of communication.

“Taking part in the sim-uni event gave me an interesting insight into the way different decisions about admissions policy, budgeting, staffing, research, resources etc are linked and have an effect on a university’s reputation as well as its ability to do its job. The sim could provide value to the whole range of university personnel, to show how they fit in to the big picture, and how the big picture depends on the smaller details.”
- Divisional Manager

This delegate / player is primarily an Achiever. They appreciate the game as it helped them increase their understanding of various issues. They also have a hint of Philanthropy about them. They appreciate the wider goals and the greater purpose and suggest how it could be useful to ‘the whole range of university personnel’.

“The day was a lot of fun.  I enjoyed working with a range of colleagues from across the University (some of whom I had never met before) and once we got a handle on what we were doing, we were able to bring some creativity and ingenuity to the exercise!  The facilitator was engaging and knowledgeable and the whole event definitely got me thinking about how Universities work.

I would definitely recommend the exercise to anyone who is interested in taking part.”
- Head of School Administration

This delegate is a Socialiser and a Free Spirit.  They ‘enjoyed working with a range of colleagues from across the University’ and they ‘were able to bring some creativity and ingenuity to the exercise’.  Their primary motivations seem to be the social aspect of the workshop and they obviously enjoyed how flexible the workshop and simulation were as it allowed them to be creative and autonomous.

“We stepped out of our silos.  It was a great opportunity to view the University operation from a different perspective and to appreciate the value of collaborative working across the organisation.”
- Head of Student Operations

This delegate is an Achiever / Socialiser.  They enjoyed the opportunity to learn, however they also enjoyed socialising and working beyond their silos.

A Faculty team report screen.
“The ‘Sim-Uni’ event was very engaging and an excellent way for managers (new and established) to learn more about managing and being responsible for budgets.  Through the use of simulated ‘Report Screens’ you could see the impact of your budgetary decisions made year on year, that as a manager can be an invaluable tool helping you to steer the direction of your purchasing decisions and areas of work that impacts on and feeds into the overall achievement of the University’s strategic goals” 
- HR Manager

While this delegate could be seen as a player (due to liking report screens as a guage of progress and achievements); it is more likely they are beind descriptive for the benefit of others. So, I would argue they are an Achiever / Philanthropist as this delegate appreciates the learning outcomes of the learning simulation and workshop above all else.

Andrzej has so far named four user types that are intrinsically motivated in certain ways: Socialiser, Free Spirit, Achiever and Philanthropist.  In his second blog post he discusses how there are four types of extrinsically motivated users of gamified content too: Networker, Exploiter, Consumer and Self-Seeker.

  • Self Seekers Act on Users for Extrinsic Reward- They will answer questions and help others, but purely to get rewards from the system. Quantity over quality – unless quality gets them more rewards. They are uninterested in the social aspect of users
  • Consumers Act on the System for Extrinsic Reward - A consumer wants to use a system that can give them something. An example would be people who use one particular airway because of the loyalty scheme.
  • Networkers Interact with Users for Extrinsic Reward - They want social connections, but to give them some form of status or reward. An example of this are people who network and tweet etc. just to get higher Klout scores
  • Exploiters Interact with the System for Extrinsic Reward - Similar in nature to Self Seekers, they are the people who will like or upvote or retweet something multiple times to gain reward. Unlike Free Spirits, who will seek the boundaries of a systems capabilities for fun, they are very likely to find the loopholes in your rules and exploit them

It seems to me that these 8 types of users of gamified content can also be used to describe most of the people we come across in our organisations, if not our lives at large.  And what also seems likely is that people will fit into different categories in different situations.  For example, you might be a Socialiser and Achiever at home, but be a Networker and Consumer at work.  So while these types are important when designing gamified content, they could also be very useful when designing other interventions: training, rewards structures, communications and so on.

For more information about sim-uni, visit: www.sim-uni.co.uk and feel free to let me know your views and experiences in the comments section below.

Please follow @paulladley on Twitter and like games-ED’s Pinterest, Facebook and Google+ pages for blog updates and other interesting games based learning things.

Monday, 12 November 2012

Adult Games Based Learning and sim-uni


I thought I’d talk about something a little different this week.  In general, our blog posts talk about how games based learning can be used in schools to teach children a whole host of things.  However, obviously games based learning is not limited to children.  The benefits of games based learning that we have discussed in the past (motivation, meeting the needs of different types of learners, collaboration and so on) are just as true and relevant for adult learners.

According to the Entertainment Software Association: 

  • The average gamer is 37 years old and has been playing for 12 years.
  • Eighty-two percent of gamers are 18 years or older.
  • Today, adult women represent a greater portion of the game-playing population (37 percent) than boys age 17 or younger (13 percent).
  • Twenty-nine percent of game players are over the age of 50, an increase from 9 percent in 1999.

As adults seemingly have so much experience of games and play them so frequently in their recreation time, why can they not be trained using games?  Games based learning is for everyone, not just the youngest portion of society.  People like learning through games because it is fun; you don’t stop wanting things to be fun when you reach a certain age!  Pike’s Five Laws of Adult Learning say that learning is directly proportional to the amount of fun you have.  This is partly because the more fun you’re having, the more relaxed you are and the more open you are to the learning process.  For more information, visit this website.

This blog is brought to you (as you can see on the right) by games-ED.  games-ED produces games based learning (learning simulations) specifically for the education market (from people of primary school age up to university age).  However, the parent company, pixelfountain, designs, develops and delivers learning simulations (games based learning) to adult learners.  Therefore, we have a pretty strong background in this arena.

The following table measures our pixelfountain learning simulations against Pike’s Five Laws of Adult Learning.  This also can be applied to learning simulations (and games based learning) more generally.

Pike’s Law
Learning Simulations
Law 1: Adults are babies with big bodies
Learning simulations are games that allow delegates to learn quickly, on a relevant exercise, without the pressure of the day job.
Law 2: People do not argue with their own data
Learning simulations based workshops allow delegates to construct their understanding.  The workshop is not about telling people what to do; instead it is showing them what they could do.
Law 3: Learning is directly proportional to the amount of fun you are having
Learning simulations (serious games) are fun.  We pride ourselves on the fact that people leave our workshops with a smile.  But, the real proof of the pudding is that we have  had individuals do the same simulation a number of times!
Law 4: Learning has not taken place until behaviour has changed
Learning simulations accelerate understanding and shift thinking.  Long-term evaluation of our programmes shows that learning outcomes have been sustained and changes incorporated.  Follow on work, in the organisation, enables the delegates to take the learning forward.



One journal article that I have come across gives a good summary of some of the themes that occur across the research on games based learning (Foster and Mishra, 2009).  The reported effects of games are split into several sections:

  • Physiological – such as coordination and motor skills but also aggressiveness and obesity
  • Practical skills – innovation / creativity, data handling and technical literacy etc
  • Cognitive skills – systemic thinking, critical thinking and memorising etc
  • Social skills – collaboration, interpersonal skills and informed citizenry etc
  • Motivation – confidence, immediate feedback and exploration etc

The reported positive effects of games definitely outweigh the negatives. There are many positive examples of how games can be used in training and development programmes to teach and develop specific skills and expertise. For example, IBMs Innov8 is a serious game that explains business process management to non-technical people.   However, training games also have wider benefits, which is one of the reasons they work so well.

For these reasons, we continue to be active in this market.  pixelfountain’s latest learning simulation, sim-uni, has just recently been piloted with our partners, The University of Manchester’s Staff Training and Development Unit, at their institution.  The learning simulation is used to train staff across the university, to reduce silo thinking and understand that collaborating across functions can benefit the university much more than working alone.  The pilot was a great success and a short case study of the day can be found here: http://www.sim-uni.co.uk/case-study.html.


This is what Paul Dixon, head of the University’s Staff Training and Development Unit had to say: “The University of Manchester were attracted to working with pixelfountain on their particular style of business simulation as it doesn’t become an exercise in mastering the technology or reducing the learning experience to all huddling around a PC. Instead sim-uni facilitates a rich experiential learning experience and can be used flexibly to achieve a variety of learning outcomes as dictated by the user – be it planning and strategy appreciation, team work and communications or decision making. Our early experience of sim-uni suggests it can be used effectively as a learning vehicle in its own right or as an adjunct to leadership and management development programmes.”

For more information about sim-uni visit our website or download our flier.  You can also follow us on Twitter: @sim_uni.  If you want to learn more about pixelfountain and our portfolio of products, visit: www.pixelfountain.co.uk.

And as ever, please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and other interesting games based learning things.