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An Investigation of Gamification Typologies for Enhancing
Learner Motivation
Barryl Herbert, Darryl Charles, Adrian Moore
School of Computing and Information Engineering
University of Ulster Coleraine, Northern Ireland
Therese Charles
SilverFish Studios
Coleraine, Northern Ireland
General Motivation for this Research: Virtual Learning Landscapes
Specific Focus of this Research: People are Different
http://www.custbase.com/portal/blog/wp-content/uploads/2011/05/different-people.png
People’s Temperament and Psychology Varies Keirsy
Temperament
Myers-Briggs Mapping Roles Typical Attributes
Artisan ESTP, ISTP, ESFP, ISFP Promoter, Crafter,
Performer, Composer
Fun-loving, Excitable, optimistic,
realistic, unconventional, bold, and
spontaneous.
Troubleshooting leaders.
Guardian ESTJ, ISTJ, ESFJ, ISFJ Supervisor, Inspector,
Provider, Protector
Dependable, helpful, and hard-working,
dutiful, cautious, humble. Stabilizing
leaders.
Rational INTJ, INTP, ENTP, ENTJ Field Marshall,
Mastermind, Inventor,
Architect
Pragmatic, skeptical, self-contained,
problem-solvers, ingenious,
independent, and strong willed. Strategic
leaders
Idealist INFJ, INFP, ENFP, ENFJ Teacher, Councellor,
Champion, Healer
Enthusiastic, trust intuition, kindhearted,
authentic, giving, trusting, and focused
on personal journeys. Inspirational
leaders.
Keirsey.com, “Keirsey Temperament Website - Overview of the Four Temperaments.” [Online]. Available: http://www.keirsey.com. [Accessed: 03-Jun-2014].
Learners are Different
http://www.jcu.edu.au/wiledpack/modules/fsl/JCU_090344.html#_Kolb's_learning_styles_1
Player’s are Different
Bartle’s Player
Type
Symbol (Behavior) Typical Attributes
Killers Clubs (they hit people with
them)
Acting / Players. Focus on rank and direct
competition. Leaderboards.
Acheivers Diamonds (they're always
seeking treasure)
Acting / World. Attaining status and
achieving goals. Achievements.
Explorers Spades (they dig around for
information)
World / Interacting. Discover the unknown
and understand how the game works.
Socialisers Hearts (they empathise with
other players)
Players / Interacting. Motivated by
developing a network of friends.
Knowledge and information are important.
See http://www.gamified.co.uk/?s=types and http://mud.co.uk/richard/hcds.htm
Bateman’s DGD1 Model
• Conqueror: Competitive, win-at-all-costs. Players of this type are goal-oriented and enjoy feeling dominant in the game or in social circles set around the game.
• Manager: Logistical, plays to develop mastery. Such players are process-oriented and will replay completed games if they can use their newfound mastery to unearth novelty at deeper levels of detail.
• Wanderer: Desires new and fun experiences. Less challenge-oriented than the above types, these players primarily seek constant, undemanding and novel enjoyment.
• Participant: Enjoys social (living-room) play, or involvement in an alternate world.
Principles of Good Game Design
• The Games Oriented Learning Framework (GOLF) emerged through rigorous research in the areas of games design, engagement and flow. FUN: engagement is easier if the experience is enjoyable.
SOCIAL: engagement is reinforced by the social support of others going through the same experience.
IDENTITY: engagement can be encouraged if everyone has a visible role in the learning environment.
CHALLENGE: engagement can build on human competitive drive, enhanced by social pressure.
STRUCTURE: engagement is more likely if objectives and constraints are clear and acceptable.
FEEDBACK: engagement is reinforced by making achievement explicit and timely.
Play v Game v Gameplay
• Requires a lusory attitude (and not everyone is indulgent in this way) but if you are playful you may not be a gamer: Play is not bounded by fixed rules and doesn’t require an outcome.
Some people are averse to fixed challenges and prefer self-defined challenges. Are not particularly interested in competitive reflection.
A game is a problem-solving activity, approached with a playful attitude (Schell) and typically has an observable and measurable outcome. Some people thrive on learning rules and overcoming challenges. Beating other people
or comparing performance to others.
Gameplay is derived from the combination of pace and cognitive effort required by a game (Crawford). Intellectual stimulation and progress is core. Learning, doing, mastering.
What is Gamification?
• “Gamification takes inspiration from commercial game elements, design patterns and metaphors in order to improve the design of non-game systems to positively influence behaviour, enhance engagement, and motivate people to achieve their goals. Facilitate experiences with positive emotions.
• Much of the core gamification ideas are rooted in psychology and in the simplest form resembles customer reward schemes.
• At its most effective gamification harnesses inherent, intrinsic motivation of users and is built on more complex processes than just reinforcement learning.
Tale of Two Gamifications
• Influence – what we want people to do and be like Rewards and techniques focusing on extrinsic motivation. Tasks and processes that are deemed important but are not a particular
internal desire for the user. Getting started, being consistent. E.g. Attendance for students. Can scaffold more important emergent behaviours.
• Support – what people want to do and be like Rewards and techniques focusing on intrinsic motivation. Tasks and processes lending themselves directly to outcomes that the user
inherently desires. Learning, learning how to learn. Knowing and capability of doing. Frequently more complex and process oriented. Related to learning theories.
What Really Engages? RAMP
• Self-determinism and intrinsic motivation Relatedness (social factors),
Autonomy (choice and freedom),
Mastery (learning/achievement) and
Purpose (meaning and knowing why)
Gamification Typology Experiment
• Investigate variation in learner gamification profiles using Marczewski’s gamification typology as a model for motivation.
• Context. • Two 2nd year computing degree modules (68 students co-enrolled). Web and
games based topics.
• We created a virtual world, Reflex, for the students to access content and receive feedback. The 3D world was important to the gamification process.
• The teaching mode for the games module was chosen with gamification in mind, whereas the web module had a very traditional format.
Reflex
Four screen shots from Reflex. From top left in clockwise order: A view of the learning
areas, starter point with group league table, achievement table, and avatar selection tool.
Reflex System Architecture
Motivation for a Virtual World
• Offers richer opportunities for agency (embodiment) and situated learning. • A learners avatar and the world (over time) can become a representation of their
learning state.
• Gamification features utilising aspects such as exploration and socialising are more literal in a virtual world.
• A 3D space can topographically represent the relationship between learning content (difficult, progression etc.) and visually (and physically) present a pedagogical learning process. • Landscape provides guidance • Landscape supplies feedback • Learners can be tracked through virtual learning landscape and heat and trajectory
maps subsequently utilised for analysis
Mixed Methods Approach - Convergent Parallel Design Student preferences
– Ask students to complete a questionnaire designed to gauge their gamification preference on the basis of how they say they are motivated.
– Summarise and analyse student profiles. – Perform exploratory data analysis to attempt to uncover more complex typologies based on
statistical relationships between the gamification attributes of the learner profiles.
Student behaviour – Track actual student behaviour: actions and trajectories in the virtual world. – Summarise and analyse the effect of gamification on behaviour based on actions and
trajectories.
Preferences v Behaviour – Investigate how well student preferences map to actual behaviour. – Outcome from this analysis has the potential the recommendation (or at guidelines on) a
gamification typology model based on behaviours alone (ideally eliminating the need for a questionnaire).
Gamification Types (Marczewski’s Typology)
Marczewski’s mapping of gamification support features to user types
Gamification Features Used in Reflex
Feature Description Actions and Events
Badges Awarded for performance and
progress.
Monitor when awarded. How often are they checked?
Do learners persue elusive badges?
Points Accumulation of points for
leaderboards etc.
Monitor when awarded. Do learners check points
regularly? Do they strive to get maximum points?
Visible Status Displaying user
weekly/semester progress.
Monitor updates to progress. Do learners look at
breakdown often? Provision of a target system. Do user’s
discuss their visible status?
Leaderboards Rank individual and group
performance
Monitor changes in rank and correlated behaviour over
time. Do learners discuss/check rank?
Unlockable Content Prerequisite performance
markers for content unlocks
Monitor award of this content. Do learners discuss or
pursue such content? Do learners analyse what is
required to unlock this content?
Customisation Personalisation of world and
avatar
Monitor changes to avatar and world. Frequency of
changes. Discussion of changes.
Levels Avatar/world level progress
indicators
Monitor levelling up and behaviour monitoring
Gamification User Type Identification Questionnaire (GUTIQ) – Intrinsically Motivated
User Type Main
Gamification
Emphasis
GUTIQ Statements
Philanthropist Purpose I like to help people who are struggling with progress in learning
I like to contribute to module forums to share my knowledge with others
I like to volunteer my time to help maintain online communities
I do not like sharing knowledge that may give me an edge with my classmates
Achiever Mastery I enjoy taking learning courses purely because I want to
I tend to work at learning activities until I perfect them
Winning is more important than taking part
I like to display rewards I receive
Socializer Relatedness I use social networking on a regular basis
In social media, I enjoy watching/following people as opposed to talking to others
I have more people following me than people I follow
I enjoy sharing content with my friends/followers
Free Spirit Autonomy I enjoy creating custom pictures for my online profiles
I prefer freedom to explore rather than a story when playing a game
I like to create and upload content to sites like Instagram, YouTube and Pinterest
If I found a bug in a game that let me win I would exploit it rather than report it
Gamification User Type Identification Questionnaire (GUTIQ) – Extrinsically Motivated User Type Gamification
Emphasis
GUTIQ Statements
Self-Seeker Egotistical
Reward Focus
I enjoy receiving experience points and gaining new levels in games
I enjoy having badges/avatars to display as status symbols in games
I like to use leaderboards to see how I’m performing against others
I work in groups in games purely to get rewards, not to build friendships
Consumer Attainment
and
Acquisition
I like to display badges I receive on my player profile
I enjoy playing sequels to games that reward me for playing previous games in the series
I prefer to only use a system when I can clearly see its benefits
I don’t enjoy learning when there are no rewards available
Networker Social Network
Building. Self-
Centered World
View
I enjoy playing as part of a group in gameplay
I like being identified as a member of a certain group based on its competitive reputation
I don’t enjoy playing online game modes on my own
I enjoy working on team based objectives whilst playing games
Exploiter Short-cuts and
Using Others
I like to try and find exploitable loopholes in a game
I don’t see any good reason to report a bug provided it doesn’t hamper my progress
I will engage with team based game interactions if it provides me with a reward
I like to use cheat codes to further my progress in games
Descriptive Statistics of GUTIQ Data
Descriptive Statistics of GUTIQ Data
Ph
ilan
thro
pis
t
Ach
ieve
r
Soci
alis
er
Fre
e S
pir
it
Self
Se
eke
r
Co
nsu
me
r
Ne
two
rke
r
Exp
loit
er
Mean 51.471 57.794 60.735 52.941 64.265 58.235 61.912 49.412
Median 50 60 60 50 70 60 60 50
Mode 40 60 60 50 80 60 60 60
Standard Deviation 23.197 19.382 18.634 22.729 25.761 22.655 20.389 24.304
Sample Variance 538.10 375.66 347.21 516.59 663.63 513.26 415.69 590.69
Kurtosis -0.008 -0.479 0.736 -0.682 0.323 -0.010 1.539 -0.099
Skewness 0.060 0.246 -0.067 0.355 -0.733 -0.330 -0.637 -0.148
Range 100 80 100 90 100 100 100 100
Confidence Level(95%) 5.615 4.691 4.510 5.502 6.235 5.484 4.935 5.883
Descriptive Statistics of GUTIQ Data
Ph
ilan
thro
pis
t
Ach
ieve
r
Soci
alis
er
Fre
e S
pir
it
Self
Se
eke
r
Co
nsu
me
r
Ne
two
rke
r
Exp
loit
er
Mean 51.471 57.794 60.735 52.941 64.265 58.235 61.912 49.412
Median 50 60 60 50 70 60 60 50
Mode 40 60 60 50 80 60 60 60
Standard Deviation 23.197 19.382 18.634 22.729 25.761 22.655 20.389 24.304
Sample Variance 538.10 375.66 347.21 516.59 663.63 513.26 415.69 590.69
Kurtosis -0.008 -0.479 0.736 -0.682 0.323 -0.010 1.539 -0.099
Skewness 0.060 0.246 -0.067 0.355 -0.733 -0.330 -0.637 -0.148
Range 100 80 100 90 100 100 100 100
Confidence Level(95%) 5.615 4.691 4.510 5.502 6.235 5.484 4.935 5.883
Descriptive Statistics of GUTIQ Data
Ph
ilan
thro
pis
t
Ach
ieve
r
Soci
alis
er
Fre
e S
pir
it
Self
Se
eke
r
Co
nsu
me
r
Ne
two
rke
r
Exp
loit
er
Mean 51.471 57.794 60.735 52.941 64.265 58.235 61.912 49.412
Median 50 60 60 50 70 60 60 50
Mode 40 60 60 50 80 60 60 60
Standard Deviation 23.197 19.382 18.634 22.729 25.761 22.655 20.389 24.304
Sample Variance 538.10 375.66 347.21 516.59 663.63 513.26 415.69 590.69
Kurtosis -0.008 -0.479 0.736 -0.682 0.323 -0.010 1.539 -0.099
Skewness 0.060 0.246 -0.067 0.355 -0.733 -0.330 -0.637 -0.148
Range 100 80 100 90 100 100 100 100
Confidence Level(95%) 5.615 4.691 4.510 5.502 6.235 5.484 4.935 5.883
Descriptive Statistics of GUTIQ Data
Ph
ilan
thro
pis
t
Ach
ieve
r
Soci
alis
er
Fre
e S
pir
it
Self
Se
eke
r
Co
nsu
me
r
Ne
two
rke
r
Exp
loit
er
Mean 51.471 57.794 60.735 52.941 64.265 58.235 61.912 49.412
Median 50 60 60 50 70 60 60 50
Mode 40 60 60 50 80 60 60 60
Standard Deviation 23.197 19.382 18.634 22.729 25.761 22.655 20.389 24.304
Sample Variance 538.10 375.66 347.21 516.59 663.63 513.26 415.69 590.69
Kurtosis -0.008 -0.479 0.736 -0.682 0.323 -0.010 1.539 -0.099
Skewness 0.060 0.246 -0.067 0.355 -0.733 -0.330 -0.637 -0.148
Range 100 80 100 90 100 100 100 100
Confidence Level(95%) 5.615 4.691 4.510 5.502 6.235 5.484 4.935 5.883
GUTIQ Typology Response Correlation Matrix
Ph
ila
nth
rop
ist
Ach
ieve
r
Soci
ali
ser
Fre
e S
pir
it
Self
Se
ek
er
Co
nsu
me
r
Ne
two
rke
r
Ex
plo
ite
r
Philanthropist 1.000 0.455 0.208 0.334 0.159 0.232 0.370 0.105
Achiever 0.455 1.000 0.343 0.310 0.354 0.494 0.468 0.023
Socialiser 0.208 0.343 1.000 0.559 0.345 0.332 0.153 0.130
Free Spirit 0.334 0.310 0.559 1.000 0.185 0.364 0.242 0.298
Self-Seeker 0.159 0.354 0.345 0.185 1.000 0.675 0.314 0.185
Consumer 0.232 0.494 0.332 0.364 0.675 1.000 0.547 0.266
Networker 0.370 0.468 0.153 0.242 0.314 0.547 1.000 0.069
Exploiter 0.105 0.023 0.130 0.298 0.185 0.266 0.069 1.000
Principal Component Analysis of Typologies
GUTIQ Typology PC1 PC2 PC3 PC4 CP5 PC6 PC7 PC8
Philanthropist -0.451 -0.401 -0.121 -0.298 0.723
Achiever -0.308 -0.184 0.526 -0.374 0.504 0.412 0.168
Socialiser -0.181 0.557 -0.277 -0.662 0.105 -0.260 0.248
Free Spirit -0.354 0.464 0.340 -0.347 0.133 -0.575 -0.272
Self Seeker -0.364 -0.418 -0.246 -0.628 0.171 0.390 -0.238
Consumer -0.400 -0.313 0.206 0.189 -0.789 -0.162
Networker -0.369 -0.534 0.240 0.411 0.303 -0.503
Exploiter -0.338 0.396 0.206 0.544 0.595 0.193
Exploratory Factor Analysis of GUTIQ
GUTIQ Attribute Factor 1 Factor 2 Factor 3
Philanthropist 0.60
Achiever 0.32 0.72
Socialiser 0.49
Free Spirit 0.96
Self-Seeker 0.65
Consumer 0.93
Networker 0.44 0.47
Exploiter 0.32
3D Scatterplot of Exploratory Factor Analysis Projections
K-Means Clustering of GUTIQ Responses C
LU
ST
ER
ME
MB
ER
S
ME MBER IDS
PH
ILA
NT
HR
OP
IST
AC
HIE
VE
R
SO
CIA
LIS
ER
FR
EE
SP
IRIT
SE
LF
SE
EK
ER
CO
NS
UM
ER
NE
TW
OR
KE
R
EX
PL
OIT
ER
1 19 2,12,17,29,30,40, 41,50,55,61,65,71,85,87,93,101,102,110,111 50.53 61.05 60.00 47.37 74.74 65.79 64.74 48.95
2 2 44,81 10.00 35.00 60.00 40.00 5.00 5.00 0.00 5.00
3 2 94,106 85.00 90.00 75.00 60.00 100.00 100.00 100.00 0.00
4 2 10,18 70.00 70.00 50.00 45.00 30.00 25.00 70.00 0.00
5 1 31 60.00 60.00 40.00 50.00 0.00 30.00 60.00 100.00
6 3 23,27,63 16.67 53.33 50.00 40.00 30.00 56.67 63.33 30.00
7 6 19,59,62,80,105, 115 48.33 65.00 75.00 90.00 90.00 80.00 56.67 75.00
8 15 4,11,22,24,42,54,57,68,69,70,88, 107,109,114,116 43.33 38.00 56.00 43.33 60.67 45.33 52.00 50.00
9 3 25,26,82 46.67 36.67 26.67 20.00 46.67 30.00 56.67 36.67
10 2 76,84 85.00 90.00 65.00 65.00 100.00 95.00 100.00 90.00
11 3 37,60,72 33.33 76.67 83.33 56.67 93.33 73.33 86.67 33.33
12 1 67 40.00 30.00 30.00 80.00 30.00 80.00 90.00 100.00
13 7 3,49,73,74,78,92,98 84.29 70.00 80.00 81.43 52.86 58.57 70.00 58.57
14 2 39,112 60.00 80.00 45.00 20.00 60.00 50.00 30.00 65.00
Relationship between Gamification Profile and Behaviour • We are still working on the analysis of the tracking but initial
indications are that most clusters are reasonably well correlated between GUTIQ responses and behavior.
• An exception are the 16 learners in clusters 11 and 12 displayed unexpected levels of activity.
Average Number of Resources used Per Area
0
10
20
30
40
50
60
70
80
1 2 3 5 6 7 8 9 10 11 12 13 14
Number of Resources Used
Web Prepare Web Learn Web Test Games Prepare Games Learn Games Test
Cluster Number
Conclusion
• We have used Marczewski’s Typology as the basis for investigating variation in motivating factors between learners with a virtual world. • We have proposed the use of a questionnaire, GUTIQ, to acquire the
gamification type of learners
• There is some evidence of interesting variation between learner gamification type and good correlation with behavior.
• It was also found that behavior of each gamification type was consistent between two separate learning modules.
• Further investigation is required to analyse tracked behaviour and to examine the relationship between gamification attributes, and to build a more robust typology.