* Mdnotes File Name: [[Marczewski2016]] * [[_Anotacions]] # Anotacions [[Marczewski2016]] "Several studies have indicated the need for personalizing gamified systems to users' personalities." ([Marczewski 2016:229](zotero://open-pdf/library/items/Y9HIA2ED?page=1)) "Marczewski proposed six user types that differ in the degree to which they can be motivated by either intrinsic (e.g., self-realization) or extrinsic (e.g., rewards) motivational factors [27]." ([Marczewski 2016:231](zotero://open-pdf/library/items/Y9HIA2ED?page=3)) "Philanthropists are motivated by purpose. They are altruistic and willing to give without expecting a reward. Suggested design elements: collection and trading, gifting, knowledge sharing, and administrative roles. Socialisers are motivated by relatedness. They want to interact with others and create social connections. Suggested design elements: guilds or teams, social networks, social comparison," ([Marczewski 2016:231](zotero://open-pdf/library/items/Y9HIA2ED?page=3)) "Free Spirits are motivated by autonomy, meaning freedom to express themselves and act without external control. They like to create and explore within a system. Suggested design elements: exploratory tasks, nonlinear gameplay, Easter eggs, unlockable content, creativity tools, and customization." ([Marczewski 2016:231](zotero://open-pdf/library/items/Y9HIA2ED?page=3)) "Achievers are motivated by competence. They seek to progress within a system by completing tasks, or prove themselves by tackling difficult challenges. Suggested design elements: challenges, certificates, learning new skills, quests, levels or progression, and epic challenges (or "boss battles")." ([Marczewski 2016:231](zotero://open-pdf/library/items/Y9HIA2ED?page=3)) "intrinsic and extrinsic motivations, as defined by SDT [41]. Accordingly, the four intrinsically motivated types in the Hexad model are derived from the three types of intrinsic motivation from SDT, namely relatedness, competence, and autonomy, with the addition of purpose the user types are personifications of people's" ([Marczewski 2016:231](zotero://open-pdf/library/items/Y9HIA2ED?page=3)) "Players are motivated by extrinsic rewards. They will do whatever to earn a reward within a system, independently of the type of the activity. Suggested design elements: points, rewards or prizes, leaderboards, badges or achievements, virtual economy, and lotteries or games of chance." ([Marczewski 2016:231](zotero://open-pdf/library/items/Y9HIA2ED?page=3)) "Disruptors are motivated by the triggering of change. They tend to disrupt the system either directly or through others to force negative or positive changes. They like to test the system's boundaries and try to push further. This type is derived from SDT, but from empirical observation of this behaviour within online systems. Although disruption can sometimes be negative (e.g., cheaters or griefers), this is not always the case because disruptors can also work to improve the system. Suggested design elements: innovation platforms, voting mechanisms, development tools, anonymity, anarchic gameplay." ([Marczewski 2016:232](zotero://open-pdf/library/items/Y9HIA2ED?page=4))