Blog · Entrepreneurship Contact Me
Bartle’s Player Types: The Complete Guide (And Why Four Isn’t Enough)
Entrepreneurship

Bartle’s Player Types: The Complete Guide (And Why Four Isn’t Enough)

Bartle’s Player Types is a 1996 taxonomy by Richard Bartle, co-creator of the first Multi-User Dungeon (MUD1, 1978) and Professor of Computer Game Design at the University of Essex, that classifies players in online worlds into four archetypes named after playing-card suits: Achievers (Diamonds), Explorers (Spades), Socializers (Hearts), and Killers (Clubs), arranged on a 2×2 grid defined by two axes (Acting vs. Interacting) and (The World vs. Other Players).

Richard Bartle is a good friend of mine. He invented the first MMO, he’s been teaching game design for longer than most of our readers have been alive, and thirty years ago he gave us one of the most famous frameworks the field has ever produced: four player archetypes on a neat 2×2 grid. Achievers. Explorers. Socializers. Killers. Simple. Memorable. Nearly every gamification project I’ve ever reviewed still opens with the same question — “which Bartle type are our users?”

That question isn’t wrong. It’s just incomplete. Bartle’s genius was naming what players do. Tell me someone is an Achiever and I can predict their behavior in World of Warcraft with uncanny accuracy. What I can’t predict is why they stopped playing after seven months. Or why two people who both tested as Achievers reacted to the exact same reward system in opposite ways. Bartle mapped the surface of motivation. Underneath that surface is a motivational engine Bartle’s model doesn’t describe — and the moment you put the two frameworks side by side, something surprising jumps out: one entire Core Drive of the Octalysis Framework lives outside every single Bartle type.

This guide is the complete version of that analysis. After applying motivation science through behavioral design for over 20 years — with clients ranging from LEGO to Microsoft to Porsche to MrBeast — I can tell you: Bartle’s four types are one of the most useful starting frameworks you’ll ever learn, and also one of the easiest ones to mistake for a finished product. We’ll cover the taxonomy’s history, each type in depth (including the Hearts/Clubs/Diamonds/Spades suit naming that most modern retellings quietly drop), the Bartle Test and Bartle Quotient, where the model holds up in 2026, where it breaks, how it compares to Andrzej Marczewski’s HEXAD and my own 8-Type Octalysis model, and — most important — how to actually apply Bartle’s four types through the Octalysis Framework.

⚡ Speed Run Notes

  • Bartle’s four types describe what players do, not why they do it. Achievers chase goals, Explorers chase discoveries, Socializers chase connection, Killers chase influence over other players. The 2×2 grid (Acting vs. Interacting × The World vs. Other Players) is descriptive, not explanatory. Confusing “what” for “why” is the single most common mistake designers make with this model.
  • Each Bartle type is actually a cocktail of 2 to 4 Octalysis Core Drives, not one. Achievers run on CD2 + CD4 + CD6 + CD3 + CD8. Explorers run on CD7 + CD3. Socializers run on CD5 (but CD5 contains six wildly different sub-motivations). Killers run on CD2 + CD5 + CD8. If you design for “the Achiever” and forget the CD6-CD8 tension underneath, you end up with grind without stakes.
  • Core Drive 1 (Epic Meaning & Calling) is completely absent from every Bartle type. No Achiever grinds a dungeon because they’re part of something greater than themselves. Bartle observed in-game behavior; CD1 operates at the meta-level of why people enter the world in the first place. Marczewski filled this gap in the HEXAD with his Philanthropist type — a concession that Bartle’s original four were never complete.
  • Bartle himself said the model was never meant for forced environments. It describes voluntary play in virtual worlds. Applied unmodified to employee engagement programs, classrooms, or behavior-change apps, it consistently produces designs that satisfy the Achiever archetype and accidentally alienate everyone else.
  • Bartle’s deepest contribution wasn’t the four types. It was the insight that a single game cannot optimize for all of them at once. Adding mechanics for Killers (PvP) measurably reduces the population of Socializers. Adding mechanics for Achievers reduces the joy of pure Explorers. The 2×2 doesn’t just classify players — it classifies design trade-offs. That’s the insight most pop-gamification books leave out.
  • The practical takeaway: use Bartle as a diagnostic, not a prescription. Identify which of the four types your system is currently accidentally designing for. Then use Octalysis to re-balance across the eight Core Drives — including the CD1 that Bartle never covered — so every quadrant of your real user base has a reason to show up.

Author Credibility: Yu-kai Chou

Yu-kai Chou — creator of the Octalysis Framework

Yu-kai Chou created the Octalysis Framework after studying gamification since 2003 — years before the term entered mainstream vocabulary. As a Human-Systems Architect & Behavioral Designer, his framework has been applied by LEGO, Microsoft, Porsche, Coca-Cola, Salesforce, and MrBeast, impacting over 1.5 Billion Users.

Chou has taught the Octalysis methodology at Harvard, Stanford, Yale, Tesla, Google, BCG, and IDEO.

His work has been cited by Harvard, Stanford, MIT, Forbes, Wall Street Journal, Wired, US Department of Energy, NIST, NSF, NCBI, US Department of Education, ClinicalTrials.gov, and Google Scholar — with 3,700+ more academic publications. Explore his books here.

About the Creator of the Octalysis Framework

Yu-kai Chou created the Octalysis Framework after studying gamification since 2003 — years before the term entered mainstream vocabulary. As a Human-Systems Architect & Behavioral Designer, his framework has been applied by LEGO, Microsoft, Porsche, Coca-Cola, Salesforce, and MrBeast, impacting over 1.5 Billion Users.

Chou has taught the Octalysis methodology at Harvard, Stanford, Yale, Tesla, Google, BCG, and IDEO.

His work has been cited by Harvard, Stanford, MIT, Forbes, Wall Street Journal, Wired, US Department of Energy, NIST, NSF, NCBI, US Department of Education, ClinicalTrials.gov, and 3,700+ more academic publications. Explore his books here.

What Are Bartle’s Player Types?

Bartle’s Player Types is a taxonomy of four archetypal player orientations — Achievers, Explorers, Socializers, and Killers — derived by Richard Bartle in 1996 from years of observation inside MUD1 (the first Multi-User Dungeon) and arranged on a 2×2 grid crossing two behavioral axes: whether a player prefers Acting or Interacting, and whether that focus targets The World or Other Players. The four quadrants are as elegant as they are famous, and the framework remains the most-cited classification of player motivation in game design three decades after its publication.

To understand why Bartle’s types have had such a long shelf life, it helps to understand where they came from. In 1978, Bartle and Roy Trubshaw created MUD1 at the University of Essex — a text-based multiplayer world that pre-dated every MMO you’ve ever heard of by more than a decade. For the next fifteen years, Bartle watched real people inhabit a shared virtual space with enough fidelity to reveal patterns that had no counterpart in single-player games. He wasn’t theorizing from an armchair. He was running the server, reading the logs, and answering the players’ emails. His 1996 paper, Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs, distilled that decade-and-a-half of ethnographic observation into a memorable four-category model.

The core claim was surprisingly simple: in any persistent multi-user world, players will divide themselves across four dominant preferences. Some want to beat the game (Achievers). Some want to map the game (Explorers). Some want to connect with the other people playing (Socializers). And some want to dominate those other people (Killers). Each of these preferences sits at a different corner of a 2×2 grid, and — critically — any design choice that strengthens one corner tends to weaken another. Bartle did not present the types as personality labels. He presented them as ecological niches inside a game, and the model’s real contribution was explaining why player populations shift the way they do when designers change the rules.

Since 1996 the framework has been adopted far beyond MUDs. MMO designers use it to plan content pipelines (raids for Achievers, open zones for Explorers, guild systems for Socializers, PvP arenas for Killers). Gamification consultants use it as a first-pass segmentation for employee engagement and app design. Educators use it to map learner preferences. Marketers use it for user onboarding flows. Almost all of those uses bend the framework in ways Bartle himself would flag as out-of-scope — we’ll come back to that in the Where It Falls Apart section — but its reach is testament to how much descriptive power four categories on a grid can deliver.

One last piece of context that matters a great deal for the sections to come: Bartle published the types under their playing-card suit names. Achievers are Diamonds. Explorers are Spades. Socializers are Hearts. Killers are Clubs. The suits are not arbitrary decoration; they encode the 2×2 grid’s logic. Hearts (Socializers) interact with people. Clubs (Killers) act on people. Diamonds (Achievers) act on the world. Spades (Explorers) interact with the world. Most modern retellings quietly drop the suits and the reasoning behind them, which strips the framework of its underlying elegance. We’ll keep them.

The Four Player Types: Hearts, Clubs, Diamonds, Spades

Bartle’s 2×2 grid is usually drawn with one axis labeled Acting / Interacting and the other labeled Players / World. “Acting” means taking unilateral action; “Interacting” means exchanging with something. “Players” means other human beings inside the game; “World” means the game’s environment, systems, and content. The four quadrants combine these dimensions, and each gets a suit and an archetype.

  • Diamonds / Achievers: Acting on the World. They accumulate — levels, loot, completion percentages, trophies.
  • Spades / Explorers: Interacting with the World. They dig — secrets, systems, emergent mechanics, the map’s dark corners.
  • Hearts / Socializers: Interacting with Players. They connect — conversation, roleplay, guilds, relationships.
  • Clubs / Killers: Acting on Players. They dominate — PK (player-kill) leaderboards, PvP rankings, griefing, trash talk, and the competitive fight for status over other humans.

What follows is a deep look at each, with the Octalysis Core Drives that actually power it underneath. This is the first place where the pop-gamification version of Bartle diverges from the useful one. Bartle named the behavior; he did not name the Core Drives that produce it. Both matter.

Diamonds — Achievers (Act on the World)

Achievers play to accumulate and complete. They want the next level, the full achievement list, the 100% map clear, the gold-medal run. They measure their progress in in-game currency and status markers — points, gear score, ranked tier, completionist checklists. When you walk into a World of Warcraft guild and someone proudly links their mythic raid clears, you’re looking at an Achiever.

The intuitive read is that Achievers are “motivated by rewards,” but that’s misleading. The reward itself is only a proxy for the underlying Core Drives. Inside the Octalysis Framework, a typical Achiever is running on a cocktail of at least five drives simultaneously:

  • Core Drive 2 (Development & Accomplishment): the need to feel measurable progress toward mastery. This is the primary engine. Level bars, XP, completion percentages, and achievement badges all hit CD2.
  • Core Drive 4 (Ownership & Possession): the need to collect and possess. Epic loot, cosmetics, mounts, and full collections aren’t just proof of accomplishment; they are owned, and owning them feels qualitatively different from merely completing a task.
  • Core Drive 6 (Scarcity & Impatience): the need to obtain what is rare or hard to get. World-first clears, limited-time rewards, and gated content hit CD6 hard, which is why Achievers will grind content they don’t enjoy if the reward is sufficiently rare.
  • Core Drive 3 (Empowerment of Creativity & Feedback): the need to apply skill and see the consequences. Achievers like optimal rotations, min-maxed builds, and speed-running because CD3 makes competence legible to the player.
  • Core Drive 8 (Loss & Avoidance): the dark twin of CD6. Achievers often complete content to avoid losing status — the fear of falling behind the raid group, of missing a season-locked title, of sunk hours evaporating.

Notice what’s missing: Core Drive 1 (Epic Meaning & Calling). An Achiever grinding Mythic+ doesn’t usually feel they’re serving a cause larger than themselves. They feel competent, progressing, and rewarded — but not called. That absence is the seed of the deeper Bartle-vs-Octalysis gap we’ll map out later.

Design patterns that feed Achievers: level systems, achievement lists, ranked ladders, seasonal rewards, gear progression, completion checklists, mastery unlocks, and leaderboards pegged to measurable performance. Duolingo’s XP and League system is an almost pure Achiever design — even the streak mechanic is really CD8 (loss aversion) dressed as CD2 (progress).

Spades — Explorers (Interact with the World)

Explorers play to discover. They want to know what happens if you jump into the map’s corner, what the dev hid behind that suspicious wall, what the combat system does when you break its assumptions. Where Achievers want the next reward, Explorers want the unexpected one — the hidden boss, the emergent interaction, the lore fragment tucked inside an NPC’s barks.

Explorers are often mistakenly grouped with Achievers because both spend long hours engaged with the world’s content. But their motivational signature is very different. In Octalysis terms:

  • Core Drive 7 (Unpredictability & Curiosity): the dominant engine. Explorers love the sensation of “what’s over there?” and games that reward that instinct with surprise, variance, or revelation.
  • Core Drive 3 (Empowerment of Creativity & Feedback) — a strong secondary. Explorers build personal mastery over the game’s hidden systems; the satisfaction of cracking an obscure mechanic is a pure CD3 hit.
  • Core Drive 2 (Development & Accomplishment) — present but subordinate. Explorers enjoy completion as a side-effect of exhaustive discovery, but the extrinsic reward is less important than the felt sense of having mapped the unknown.

The Explorer’s kryptonite is linearity. A corridor game with fixed encounters and no secrets is, for an Explorer, the motivational equivalent of a parking lot. Games that thrive with Explorers — Elden Ring, Hollow Knight, The Witness, Outer Wilds — build their entire designs around rewarded curiosity and unscripted discovery.

Design patterns that feed Explorers: hidden content, non-linear progression, emergent systems, easter eggs, optional lore, mystery mechanics, open worlds, sandbox tools, and dev-approved ways to “break” the game in satisfying ways. The modding scene is an Explorer’s natural habitat.

Hearts — Socializers (Interact with Players)

Socializers play to connect. Other players are not opponents or audience — they are the point. For a Socializer, a dungeon run is a conversation with gameplay attached. The chat log matters more than the loot table. The guild relationship matters more than the raid progression.

Bartle estimated that Socializers are typically the largest player population in any world that reaches maturity, and subsequent research has largely supported him (Yee, 2006; Bartle, 2004). Yet they’re also the players most often under-served by design, because social features are harder to measure and easier to cut than leaderboards.

Inside Octalysis, the Socializer runs almost entirely on Core Drive 5 (Social Influence & Relatedness), but CD5 is not a single thing. It contains at least six distinct sub-motivations, and each one produces a different kind of Socializer:

  • The mentor Socializer, motivated by seeing others grow under their guidance.
  • The companion Socializer, motivated by shared presence during activities they’d happily do alone.
  • The performer Socializer, motivated by recognition and reaction (streamers and roleplayers live here).
  • The belonger Socializer, motivated by in-group identity (guild tags, clan colors, shared insider language).
  • The comparer Socializer, motivated by normative social proof (I’m doing what my friends are doing).
  • The trader Socializer, motivated by the economic-social interplay of markets, favors, and reciprocity.

The design error most often made around Socializers is assuming “add chat” is enough. Chat is the surface; the six sub-motivations above are the substance. A guild system without leadership tools fails the mentor and belonger. A game without meaningful audience fails the performer. A market without trust signals fails the trader. Each of CD5’s sub-drives requires its own mechanics.

Design patterns that feed Socializers: guilds, parties, shared housing, emotes, mentoring systems, friend lists with real affordances, cooperative content that requires real coordination, shoutcasting, player-run economies, and low-stakes conversational spaces (taverns, hubs, lobbies). Discord — not a game at all — is effectively a Socializer-pure design.

Clubs — Killers (Act on Players)

Killers play to influence other players through force. The blunt version of the name is misleading; a pure PK (player-killer) is only one flavor. More precisely, Killers are motivated by the asymmetric exchange between themselves and another human — winning a duel, topping a PvP leaderboard, extracting a rival’s loot, dunking in chat, running a political power play inside a guild. The common thread is that the reaction of a real other human is the reward.

Killers are the smallest Bartle population but the loudest, and underserving them is dangerous — bored Killers will invent antisocial outlets, which is why MMO devs spend so much bandwidth building arenas, duels, and PvP zones to channel the impulse into rule-bound forms.

In Octalysis terms, Killers run on a specific cocktail:

  • Core Drive 2 (Development & Accomplishment) — but with human opposition as the measurement instrument. The leaderboard is other people.
  • Core Drive 5 (Social Influence & Relatedness) — specifically the dominance / status sub-drive within CD5, which is distinct from the connection sub-drives that power Socializers.
  • Core Drive 8 (Loss & Avoidance) — especially in PvP environments with real stakes; the adrenaline of potential loss is a large portion of the appeal.

The common misconception is that Killers are simply aggressive personalities. Bartle’s own research suggests many Killers are calm, strategic, and competitive in non-violent ways — chess players with broadband connections. The unifying feature is the need to make other humans react, which is why a skilled Killer in a zero-violence negotiation game scratches the same itch as a gank specialist in an open-world PvP MMO.

Here is the cleanest test for whether someone is an Achiever or a Killer. Take two players who both speedrun the same raid. One is satisfied the moment the boss dies and their personal best is logged — they close the game, happy. The other one is not satisfied yet — they have to post the clip, submit the time to the leaderboard, see their name float up, and watch someone else’s name drop. Same action, same result, totally different psychology. The first is an Achiever. The second is a Killer.

Design patterns that feed Killers: ranked PvP, arenas, open-world PvP flagging, full-loot risk tiers, leaderboards that display head-to-head records, tournament structures, guild wars, duel systems, and — in non-violent games — competitive trading, auction sniping, and political simulation.

Bartle's Player Types 2x2 grid: Killers and Achievers act on the system (top), Socializers and Explorers interact with it (bottom), split by the Other Players vs. The World axis
The canonical Bartle 2×2 grid: Acting vs. Interacting × The World vs. Other Players. Each quadrant maps to a playing-card suit and a player archetype.

The Bartle Test and the Bartle Quotient

The Bartle Test is a 30-question instrument, designed in 1999 by Erwin Andreasen and Brandon Downey with Bartle’s blessing, that outputs a “Bartle Quotient” — four percentages (for Achievers, Explorers, Socializers, Killers) that sum to 200 and describe the mixture of orientations a given player brings to a game. If you’ve ever taken a free “which Bartle type are you?” quiz online, you’ve taken a descendant of that instrument.

A few things about the test that most casual discussions miss:

1. The sum is 200, not 100. Each question is a forced choice between two of the four types, so each answer contributes to two scores. That means a player can score high in two quadrants without contradiction — and in practice, almost everyone does.

2. Pure types are rare. The typical player is not 100% Achiever. They’re something like 70% Achiever, 60% Explorer, 40% Socializer, 30% Killer. The quotient is a mixture, which is a critical design fact: a game built for the “average Achiever” is actually built for a composite of leanings, and the minority facets still demand satisfaction.

3. The test is self-report, with the usual caveats. People over-rate the types they want to embody and under-rate the types they’re embarrassed to admit (almost no one self-reports as a Killer, and real behavioral data suggest many more of us play that way than the test reveals). This is why Bartle himself was always skeptical of using the quotient as a hiring or targeting tool.

4. The quotient drifts with the game. The same person can score differently on different titles. A player who is 70% Socializer in an MMO may score 70% Explorer in a single-player puzzle game. The Bartle types are not fixed personality traits; they are orientations within a context, and the context shapes which orientation dominates.

Used carefully, the Bartle Quotient is a useful conversation-starter with a team — “here’s the rough mixture of preferences in our user base, what are we currently designing for?” — but it is not, and never was, a replacement for actual behavioral data or motivational analysis. Treat it as the Myers-Briggs of game design: evocative, memorable, and not something to bet a roadmap on.

Beyond the Original Four: Extensions to Bartle’s Taxonomy

Bartle himself extended the original 2×2 in 2003 into an eight-type model by adding a third axis — Implicit vs. Explicit — splitting each of the original four into a “casual” and a “serious” variant. The eight types are rarely used in practice, but they’re worth knowing about because they reveal that even Bartle considered the 1996 four to be incomplete.

The three-axis version produces: Opportunists, Planners, Scientists, Hackers, Networkers, Friends, Politicians, and Griefers. Each pair shares a quadrant but differs in intentionality. A Planner (explicit Achiever) is a meta-gamer who optimizes their builds and spreadsheets their progression. An Opportunist (implicit Achiever) chases whatever reward is in front of them without a master plan. A Scientist (explicit Explorer) deliberately maps the game’s systems; a Hacker (implicit Explorer) follows curiosity wherever it goes. And so on.

Andrzej Marczewski’s HEXAD

The most widely adopted Bartle-successor is Andrzej Marczewski’s HEXAD model, which builds on Bartle by adding two types Bartle’s original grid didn’t cleanly accommodate. Marczewski’s six types are:

  • Achiever (Bartle’s Achiever, roughly preserved)
  • Free Spirit (Bartle’s Explorer, renamed to emphasize autonomy)
  • Socializer (Bartle’s Socializer, preserved)
  • Player (a new type: motivated by rewards for their own sake — the “gamer” who plays for the points)
  • Disruptor (Bartle’s Killer, broadened to include system-breakers as well as player-fighters)
  • Philanthropist (a fully new type: motivated by purpose, altruism, and contribution to a larger cause)

The Philanthropist is the telling addition. It exists precisely because Bartle’s original four have no place for the player whose deepest motivation is meaning — the guild healer who stays up until 3 a.m. because their raid group needs them, the volunteer moderator who runs a community forum for nothing but the mission, the Wikipedia editor who accepts no reward other than the encyclopedia itself. Marczewski implicitly conceded that Bartle’s grid left that population out. In Octalysis terms, the Philanthropist is simply CD1 (Epic Meaning & Calling) given a player-type name. We’ll see this same hole in Bartle’s model show up from a different angle in the “Where Bartle Falls Apart” section.

The Octalysis 8-Type Framework

The Octalysis Framework attacks the same problem from a different direction. Instead of classifying players into four or six types, Octalysis classifies motivations into eight Core Drives, and treats any given player as a unique signature across all eight. This turns the question from “which Bartle type is this user?” to “which Core Drives are this user’s system currently activating?” — a more actionable design question.

The eight Core Drives are:

  1. Core Drive 1: Epic Meaning & Calling — the need to serve something larger than oneself.
  2. Core Drive 2: Development & Accomplishment — the need for measurable progress and mastery.
  3. Core Drive 3: Empowerment of Creativity & Feedback — the need to exercise skill and see consequences.
  4. Core Drive 4: Ownership & Possession — the need to collect, possess, and personalize.
  5. Core Drive 5: Social Influence & Relatedness — the need for connection, status, and belonging.
  6. Core Drive 6: Scarcity & Impatience — the need for the rare and the hard-to-get.
  7. Core Drive 7: Unpredictability & Curiosity — the need for surprise and mystery.
  8. Core Drive 8: Loss & Avoidance — the need to avoid losing what one has.

The relationship between Bartle and Octalysis is not competitive; it’s hierarchical. Bartle names behaviors; Octalysis names the Core Drives those behaviors are attempting to satisfy. Every Bartle type resolves into a subset of the eight Core Drives — and the one Core Drive that Bartle does not describe, CD1, is the single most important one for sustained engagement in non-game environments. Which is exactly the next section.

What Bartle Got Right

Before we spend ink on the model’s limits, it’s important to be honest about why Bartle’s taxonomy has endured. Lesser frameworks have died faster. This one is still on the opening slide of almost every gamification deck I review, and there are at least four reasons it deserves that prominence.

It’s an ecological model, not a personality model

Bartle’s single biggest methodological win was refusing to frame the types as personality labels. Unlike Myers-Briggs, the four types are not claims about who the player is outside the game — they are claims about what niche the player currently occupies inside a particular game’s ecosystem. That framing makes the model honest about its own scope and, paradoxically, extends its shelf life. It can evolve with the game without contradicting itself.

It identifies design trade-offs, not just design opportunities

The deepest insight in Bartle’s 1996 paper is buried near the end: the four types are in tension, and a design choice that serves one quadrant often actively harms another. Add full-loot PvP (a gift to Killers) and your Socializer population falls. Add tight level caps and linear progression (a gift to Achievers) and your Explorers wander off. Bartle presented this as a stability problem. Ecologists will recognize it as a zero-sum resource competition across niches — and it’s the reason the 2×2 is still printed on whiteboards thirty years after it was published. It doesn’t just name the player types. It names the population dynamics between them.

It’s ruthlessly memorable

Hearts. Clubs. Diamonds. Spades. Four suits on a 2×2 grid, each suit chosen for a mnemonic reason. There’s a reason people who could not tell you a single thing about Operant Conditioning can still rattle off Bartle’s four types. The framework’s information density per unit of cognitive load is extraordinary. For a first-pass segmentation in a workshop, it’s still hard to beat.

It’s a fast diagnostic for “what are we currently designing for?”

Even teams that shouldn’t use Bartle as a prescription can use it as a diagnostic. Walk into a product design review. List the last five features the team shipped. Ask which Bartle quadrant each one serves. If all five cluster into Achiever (leaderboards, badges, XP, levels, streaks), you have just discovered a motivational imbalance in your product without needing any other framework to do it. I’ve run that exercise in dozens of consulting engagements, and it almost always finds something.

Where Bartle’s Model Falls Apart

The failures of Bartle’s model are not accidents of imprecision. They are consequences of the context in which the model was built. Bartle watched MUD1 — a text-based, adult, voluntary, persistent-world game — for fifteen years and distilled what he saw. That specificity is the source of the model’s clarity and also of its limits. Three specific limits matter more than the others.

Limit 1: Core Drive 1 is missing entirely

Notice which Core Drive failed to appear anywhere in the Achiever, Explorer, Socializer, and Killer mappings above. Core Drive 1 — Epic Meaning & Calling, the need to serve something larger than oneself — is absent from all four. This is not a small omission. CD1 is the Core Drive most directly responsible for the mission-driven engagement that keeps volunteers at an NGO, keeps raiders in a guild for five years, keeps open-source contributors shipping code nobody pays them for, and keeps soldiers inside an army they could legally leave.

Bartle’s model cannot see that player because Bartle’s observation environment was a game. People were in the MUD because playing the MUD was enjoyable, not because saving the MUD was their calling. The CD1 population was mostly filtered out at the door. Marczewski’s HEXAD added the Philanthropist type precisely to plug this hole. The Octalysis Framework simply names the drive directly.

When organizations apply Bartle to non-game contexts — employee engagement programs, school curricula, behavior-change apps — they inherit this gap. They design for the four observable types and leave the CD1 population with nothing to attach to. The result is a system that feels competently gamified but emotionally hollow, and a predictable population of users who disengage without ever being able to articulate why. “Nothing’s wrong with it. I just don’t care about it.” That phrase is CD1 starving.

Limit 2: It was never meant for forced environments

Bartle is explicit about this in his own writing: the types describe voluntary play. People playing MUD1 did so because they wanted to. The motivational dynamics of someone who has to be in the system — an employee, a student, a patient, a citizen — are different from those of someone who chose to be there.

In voluntary contexts, the four types describe competing preferences. In forced contexts, the four types compete with the force itself. An employee who tests as a strong Socializer in their personal life may present as a reluctant Achiever at work because the Achiever mechanics (quotas, performance reviews, rankings) are what their paycheck depends on. The Bartle quotient taken in a forced context tells you what the force is extracting, not what the person is motivated by. This is why Bartle himself has repeatedly warned against applying the model unmodified to HR gamification.

Limit 3: It describes static players, not motivational dynamics over time

The types are a snapshot, not a trajectory. Bartle himself noted that individual players move between types across their time in a game — the new player is usually a Socializer, shifts to Achiever as they learn the mechanics, drifts to Explorer as the mechanics become familiar, and either ages out or turns into a Killer in response to the social politics of a mature server. A single game can contain the same person in all four quadrants at different life-stages.

That temporal movement matters enormously for design. A gamified savings app that signs users up as Socializers (their friends joined) needs different retention mechanics at month three (when Achiever mechanics start mattering) and month twelve (when Explorer mechanics start mattering). The static Bartle grid tells you almost nothing about what to do at each of those stages; you need a motivation model that can represent change over time. Octalysis’s distinction between the four Experience Phases — Discovery, Onboarding, Scaffolding, Endgame — was built specifically to address this gap.

A deeper consequence of Bartle’s static framing is that Killers turn out to be the type with the most precarious retention. Achievers can always set themselves a new goal. Explorers can always find a new corner of the world to poke at. Socializers carry their relationships with them. But Killers depend on the population above them being visible and reachable. The moment a Killer reaches the top of your app’s visible hierarchy and there is nobody left to eclipse, their CD5 engine stalls. Either the product keeps generating new peers for them to compete with, or it lets them create their own micro-hierarchies — guilds, teams, factions — where the ladder refreshes. Apps that do not engineer this renewal see their apex users quietly churn, and never understand why.

What’s Really Happening Inside the Brain

The motivational differences Bartle observed in 1996 correspond to real neurochemical patterns in the reward and social-processing systems of the brain. Bartle did not have the tools to make this claim in 1996, but the neuroscience of the last two decades has largely validated the qualitative distinctions he drew, even as it has shown that the lines between the types are blurrier than the grid suggests.

At a first approximation, the four types correspond to four partially distinct neural systems:

  • Achievers are primarily engaging the dopaminergic reward-prediction system (ventral tegmental area → nucleus accumbens → prefrontal cortex), particularly the branch of it that responds to variable-ratio reward schedules and progress toward measurable goals. This is the same system that loot boxes and slot machines exploit, which is not a coincidence — Achiever mechanics and gambling mechanics are structurally similar (Schultz, 2015).
  • Explorers appear to engage the curiosity-driven novelty system, which overlaps with but is distinct from the reward system. Research by Gruber, Gelman, and Ranganath (2014) showed that states of high curiosity activate midbrain dopamine pathways that also enhance hippocampal memory formation — one neurological reason Explorers often remember game content better than Achievers (Gruber et al., 2014).
  • Socializers engage the social-cognition network (medial prefrontal cortex, temporoparietal junction, posterior superior temporal sulcus) — the same regions that fire when we infer other people’s beliefs and intentions. Social bonding activity further recruits the oxytocin and endogenous opioid systems, which explains why the pleasure of guild friendship feels qualitatively different from the pleasure of loot.
  • Killers engage the dominance and status circuitry — testosterone-mediated reward pathways that spike after winning competitive interactions, and are suppressed after losing. Winning a duel produces a measurable hormonal signature distinct from winning against a non-human opponent (Mazur & Booth, 1998).

The important nuance: these systems overlap and cross-activate. A raid victory with a guild (“Achiever” content by Bartle’s taxonomy) activates the social-cognition network too, because the reward is shared with people whose reactions matter. An Explorer who finds a rare item activates the reward system too, because surprise triggers a dopamine burst. The brain is not neatly quadranted.

What this means for design: the four Bartle types are simplifications of overlapping neurocognitive systems, not four independent wires. You can stimulate multiple systems at once with a single mechanic, and the best-designed games do. The World of Warcraft raid — an Achiever activity on the surface — simultaneously activates the dopamine system (progress), the curiosity system (new bosses, mechanics to decode), the social-cognition network (coordination with guild), and the dominance circuitry (server-first race). It scores across every Bartle quadrant at once, and that is precisely why it engages so many people so intensely. The neuroscience explains why Bartle’s single-type-per-player framing underestimates the engagement density of well-designed content.

Bartle vs. Other Player-Type Theories

Bartle was the first serious attempt at a player taxonomy; he was not the last. Several later models build on, refine, or replace the original four. The most important ones are worth comparing directly.

Nick Yee’s Three-Factor Model (2006)

Nick Yee’s Daedalus Project, running from 2003 to 2009, surveyed more than 30,000 MMO players and applied factor analysis to the responses. The result was not four types but three factors: Achievement, Social, and Immersion — each with several sub-components. Yee explicitly positioned the model as a refinement of Bartle. Notice what happened: Bartle’s four orthogonal categories collapsed into three correlated dimensions when run through statistical analysis. The Killer “type” dissolved into the Achievement and Social factors (it’s a particular style of competition, not an independent orientation), and Explorer merged into Immersion.

Yee’s work is more empirically defensible than Bartle’s, but it’s also less memorable — which is part of why Bartle’s version still dominates workshop slides. The honest read: Bartle is the narrative model, Yee is the measurement model, and they describe the same underlying phenomena at different resolutions.

Marczewski’s HEXAD (2015)

We covered the HEXAD above; the short version is that Marczewski preserved most of Bartle’s observable types, added “Philanthropist” (CD1), and renamed Killer to “Disruptor” to broaden the scope. HEXAD has traction in the gamification consultancy world and has its own validated survey (Tondello et al., 2016). Its advantage over Bartle is the explicit CD1 type. Its disadvantage is that it blurs the Achiever / Player distinction in ways that matter for design (the intrinsic-Achiever and extrinsic-Player are very different users in practice).

The Octalysis Framework

The Octalysis Framework doesn’t classify players at all. It classifies motivations. A given user’s engagement is expressed as a profile across the eight Core Drives, not a type in one of four or six buckets. That’s both more flexible and more demanding: it gives you eight independent levers to design against, but it requires the designer to think in profiles rather than in labels.

For a quick mental mapping between Bartle and Octalysis: the Achiever quadrant is predominantly CD2 + CD4 + CD6 + some CD3 + some CD8. The Explorer quadrant is predominantly CD7 + CD3. The Socializer quadrant is predominantly CD5. The Killer quadrant is predominantly a CD2 + CD5-dominance + CD8 blend. Core Drive 1 is absent from all four. Use the Bartle grid to fast-sort user orientation; use the Octalysis Core Drives to actually design the mechanics. That’s the honest division of labor between the two models, and it’s what the rest of this guide operationalizes.

Self-Determination Theory (Deci & Ryan)

Psychologist Edward Deci and Richard Ryan’s Self-Determination Theory (SDT) is the deepest-validated motivation framework in psychology, and it’s worth asking how it compares. SDT identifies three fundamental needs — autonomy, competence, relatedness — and suggests that satisfying these produces intrinsic motivation.

The mapping to Bartle is asymmetric. Competence corresponds loosely to the Achiever quadrant. Relatedness corresponds loosely to the Socializer quadrant. Autonomy spans all four (every Bartle type requires a sense of self-directed choice to work). Explorer and Killer don’t cleanly fit into any SDT need at all — they are behavioral expressions of several needs in combination. SDT is a deeper theory; Bartle is a shallower but more memorable classification. In a serious design process you use SDT to validate the motivational soundness of your system and Bartle (or Octalysis) to generate the actual mechanics.

Bartle’s Player Types in the Real World

Almost nobody who uses Bartle’s types in the wild is building a MUD. The interesting applications are in education, product design, workplace engagement, marketing, and — increasingly — AI-mediated experiences. Here are the four cases where I’ve seen the framework used well, and why each one works.

Duolingo: Achiever-first, with late-stage Socializer rescue

Duolingo is a masterclass in explicit Achiever design. XP, levels, streaks, leagues, achievements, completion percentages — the stack is almost pure Bartle-Achiever. That specificity is a competitive advantage for the first few months of a user’s journey; learners who value measurable progress are exquisitely served. It’s also a long-term liability. The dropout population — reflected in the famous “streak broken on day 27” pattern — is almost entirely the non-Achiever quadrants disengaging.

Duolingo’s responses over the last few years have been explicit attempts to recover those populations. Leagues and friends added Socializer content. Stories and random conversations added Explorer content (variable, unpredictable, curiosity-driven). What they haven’t cracked is Killer content — meaningful competitive asymmetry between specific learners — and in my own reviews of the product, that absence shows up in the engagement curves of users who leave the League system cold. Duolingo is a real-time Bartle case study.

Elden Ring: Explorer-first, with Achiever and Killer balanced content

Elden Ring is in many ways the opposite of Duolingo. The design starts from the Explorer quadrant and works outward. The world rewards wandering, the mechanics reward experimentation, the story is buried in item descriptions, the map contains more optional content than required content. But Elden Ring does not alienate Achievers (it has tight combat mastery loops and gear progression), and it does not alienate Killers (invasion PvP is a core, opt-in feature for players who want it).

What Elden Ring does poorly is Socializer content. Its cooperative mechanics are intentionally constrained, and the game pushes players toward solo play with ghost-like asynchronous messages. That specific choice was by design — it preserves the Explorer’s sense of alone-in-a-hostile-world — but it means the game underserves a meaningful slice of potential players. The Bartle grid makes the trade-off legible: every design decision is also a decision not to serve someone.

Strava: Socializer-Achiever hybrid, undernourished Explorer

Strava — the social fitness app — runs on a dual engine. The Achiever side is well-served: PRs, segments, leaderboards, elevation totals, kudos-as-points. The Socializer side is also well-served: friend feeds, clubs, comment threads, group rides. What’s thin is the Explorer quadrant. Strava’s heatmaps and route discovery tools gesture at Explorer content but don’t structure around it.

The practical implication is audience loss at a very specific life-stage. Long-tenure athletes who have already set their local PRs and mapped their local segments lose Achiever satisfaction, and without strong Explorer mechanics there’s nothing to catch them. The attrition pattern for serious multi-year Strava users is an Explorer-shaped hole.

Discord: Socializer-pure, which is both its superpower and its ceiling

Discord is arguably the most successful Socializer-first product of the last decade. Nearly every mechanic — roles, servers, channels, emoji reactions, voice rooms, threads — directly serves one of the six sub-drives of CD5. It’s a reminder that a single-type product can be enormous. But Discord also shows the ceiling: its attempts to add Achiever mechanics (Nitro boosts, server leveling bots) or Killer mechanics (competitive games) have always felt bolted-on, because the platform was never designed to serve those quadrants natively. When Discord leadership imagines adjacent products, they’re really asking which Bartle quadrant to expand into next — and whether the expansion will dilute the core.

How to Apply Bartle with the Octalysis Framework

The useful integration of Bartle and Octalysis is not “map each player type to one Core Drive.” It’s “use Bartle as a population segmentation and Octalysis as the per-segment motivational design.” Bartle’s grid tells you who is in your user base. Octalysis’s eight Core Drives tell you how to activate motivation for each segment without accidentally starving the others.

The Octalysis Framework by Yu-kai Chou: eight Core Drives of human motivation — Epic Meaning, Accomplishment, Empowerment, Ownership, Social Influence, Scarcity, Unpredictability, and Loss & Avoidance — arranged on an octagonal Left Brain / Right Brain grid with example Game Techniques in each drive
The Octalysis Framework’s 8 Core Drives, each with representative Game Techniques that activate it. Use this grid to audit which drives a product currently supports — and which it ignores.

Here’s the four-part integration I use with consulting clients, refined across dozens of engagements:

Step 1: Survey the population

Start with the Bartle Test or a lightweight behavioral inference from usage data. You don’t need precise quotients — you need a rough distribution. Typical findings: in a mature consumer product, Socializers are the largest single group, Achievers are the most vocal, Explorers are the most loyal, and Killers are the smallest but most influential on retention of the other three (because bored Killers drive out Socializers).

Step 2: Audit each type against the eight Core Drives

For every Bartle type present in your population, ask which Core Drives their current experience activates. An Achiever segment that runs exclusively on CD2 (progress) but is starved of CD3 (skill expression) and CD6 (scarcity) will plateau. A Socializer segment that runs on CD5-belonger (guild identity) but not CD5-mentor or CD5-performer will underproduce leaders. Use Octalysis to diagnose the per-segment deficiency, not just the surface behavior.

Step 3: Add CD1 deliberately

Because no Bartle quadrant contains Core Drive 1, and because CD1 is the most important drive for long-tenure retention in non-game contexts, you need to add it on purpose. This is not “add a mission statement to the login screen.” CD1 requires a narrative of contribution — the user’s activity is connected to something larger than themselves in a way they can feel. Duolingo’s “you helped a language preservation project” messaging is a CD1 attempt. Wikipedia’s “you contributed to human knowledge” is a CD1 masterstroke. Your Achievers, Explorers, Socializers, and Killers all need their own CD1 narrative, and those narratives should connect to each other.

Step 4: Design for population dynamics, not individual types

Bartle’s deepest lesson is that the four types interact. Killers drive out Socializers if unregulated. Achievers out-compete Explorers for attention if both are rewarded through the same ladder. When you design a feature, ask which quadrant it benefits and which quadrant it harms. Use Octalysis to build counterweight mechanics: if your new feature is a CD6 (scarcity) reward that buff-grind Achievers love, add an adjacent CD7 (unpredictability) mechanic that compensates Explorers, and a CD5 (social) mechanic that gives Socializers a reason to cooperate with the Achiever instead of being alienated.

The point is not to treat Bartle’s types as a taxonomy to serve sequentially. It’s to treat the grid as a balance beam and the Octalysis Core Drives as the weights you add to keep it level.

Practical Steps for Applying Bartle’s Player Types

If you want to put this guide into action on a real product this week, run this sequence:

  1. List the last five features you shipped. For each one, label the Bartle quadrant it primarily serves. If more than three cluster into Achiever, you have a motivational monoculture — this is the single most common finding in my consulting engagements.
  2. Pull a month of retention data and segment it. Even crude segmentation — “users who joined a group” vs. “users who only completed individual tasks” — will show you which Bartle quadrant is churning. Retention drops almost always reflect a specific quadrant being underserved.
  3. Do an Octalysis audit of the under-served quadrant. If Explorers are churning, ask how much CD7 (curiosity) and CD3 (empowerment / creativity) your product currently offers. If Socializers are churning, ask which of the six CD5 sub-drives have mechanics and which are bare.
  4. Add exactly one CD1 (Epic Meaning) mechanic. Most products have none. Adding one — a visible contribution to a larger mission, a clear articulation of why the work the user is doing matters outside their own life — is often the highest-leverage single change a team can make. Start with text before adding mechanics.
  5. Review the design trade-offs before shipping. For any new feature, write down which quadrant it helps and which quadrant it hurts. If you cannot identify the quadrant it hurts, you have not examined it closely enough. Every addition is a subtraction somewhere.
  6. Re-run the audit quarterly. Bartle quotients drift with the product. A team that launched a Socializer-first product may find itself three years later maintaining a de facto Achiever product, simply because the Achiever features were easier to measure and therefore easier to invest in. Regular audits catch the drift while it’s still correctable.

If you want more depth on how to build the individual mechanics — especially the CD1 piece, which is the part most teams skip — the dedicated Core Drive 1 guide walks through the underlying design patterns.

The Elephant in the Room: Bartle Is a Classification, Not a Design

One last thought, and it’s the one I’d most like the next designer who opens a Bartle deck to take with them. The Bartle grid is a classification. It names what already exists. Design is something else: design is a claim about what the product should cause to exist. Confusing the two is the most expensive mistake I see in gamified products, and it shows up in a predictable sentence: “Our users are mostly Achievers, so we’re building Achiever mechanics.”

That sentence sounds like segmentation. It’s actually a feedback loop. The reason your users are mostly Achievers is that your product already rewards Achievers. The Explorers and Socializers and Killers who showed up with their own preferences have already left, because your mechanics didn’t serve them. What’s left is the quadrant your design survived.

Bartle himself warned about this thirty years ago. The four types exist in an ecological balance, and when you design for one, you select for that one. If you use the Bartle quotient of your current user base as a map of what to build next, you will accelerate the monoculture you’ve already created.

The honest use of the framework is the opposite: identify the quadrants your product is currently failing, and use Octalysis to design mechanics that rehabilitate them. That’s harder. It also happens to be how the best-engaged products in the world are actually built. Bartle gave us the map of where the holes are. Octalysis tells us how to fill them. Use both.

Frequently Asked Questions About Bartle’s Player Types

What are Bartle’s four player types?

Bartle’s four player types are Achievers (Diamonds), Explorers (Spades), Socializers (Hearts), and Killers (Clubs). Achievers focus on accumulating and completing. Explorers focus on discovering the game’s systems and secrets. Socializers focus on connecting with other players. Killers focus on influencing or dominating other players. The four types are arranged on a 2×2 grid crossing Acting vs. Interacting with Players vs. The World.

Who created the Bartle player types, and when?

Richard Bartle created the taxonomy in his 1996 paper “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs,” based on 15+ years of observation running MUD1, the first Multi-User Dungeon (co-created with Roy Trubshaw at the University of Essex in 1978). The framework was distilled from empirical ethnography of a working multi-user world, not from theoretical speculation.

What is the Bartle Test and the Bartle Quotient?

The Bartle Test is a 30-question instrument created in 1999 by Erwin Andreasen and Brandon Downey with Bartle’s blessing. It produces a Bartle Quotient — four percentages (Achiever, Explorer, Socializer, Killer) that sum to 200 (not 100) because each question contributes to two types. The quotient is a mixture, not a pure label: almost everyone scores meaningfully in multiple quadrants. It’s useful as a conversation starter but should not be treated as a fixed personality measurement.

What’s the biggest flaw in Bartle’s model?

The most important gap is that none of the four types capture Core Drive 1 — Epic Meaning & Calling, the need to serve something larger than oneself. Bartle’s observations were drawn from voluntary play in a game, which selected against users whose primary motivation is mission. When Bartle is applied unmodified to non-game contexts (employee engagement, education, behavior-change), the CD1 population is silently under-served. Andrzej Marczewski’s HEXAD explicitly added a “Philanthropist” type to plug this hole.

How does Bartle compare to the Octalysis Framework?

Bartle classifies players into four types; Octalysis classifies motivations into eight Core Drives. They’re hierarchical, not competing: each Bartle type resolves into a subset of Core Drives (Achievers run on CD2 + CD4 + CD6 + CD3 + CD8; Explorers on CD7 + CD3; Socializers on CD5’s six sub-drives; Killers on CD2 + CD5-dominance + CD8). The useful integration is to use Bartle for user segmentation and Octalysis for the actual motivational design of each segment’s mechanics. Core Drive 1 (Epic Meaning & Calling) sits outside all four Bartle types and must be added deliberately.

Can a person be more than one Bartle type at once?

Yes — and in practice, almost everyone is. The Bartle Quotient reflects a mixture, not a pure label, and the test is deliberately designed so that each question contributes to two types (which is why the four scores sum to 200, not 100). A typical player is strongest in two quadrants and meaningfully present in all four. Modern neuroscience further supports this: the four types correspond to overlapping — not independent — neural systems, and a well-designed game mechanic can activate all four simultaneously.

Can Bartle’s player types be applied outside games?

Yes, but carefully. Bartle himself repeatedly warned that the model was built for voluntary play in virtual worlds, and applying it unmodified to forced environments (employee engagement, classrooms, behavior-change apps) produces distorted results. The Bartle quotient in a forced context reveals what the coercion is extracting, not what the person is intrinsically motivated by. For non-game applications, pair Bartle segmentation with Octalysis’s eight Core Drives — and deliberately add Core Drive 1 (Epic Meaning), which Bartle’s grid does not cover.

Which Bartle type is the most common in a typical game?

In mature multi-player environments, Socializers are typically the largest population, followed by Achievers, then Explorers, with Killers the smallest single group — though Killers have disproportionate influence on the retention of the other three. These ratios shift substantially by game genre: competitive PvP games skew toward Killers; sandbox games skew toward Explorers; casual progression games skew toward Achievers. The exact distribution also shifts over a player’s time in the game; new players often start as Socializers and migrate across the grid as they mature into the game’s systems.

How does Bartle’s model compare to Marczewski’s HEXAD?

Andrzej Marczewski’s HEXAD preserves four of Bartle’s observable types (renaming Explorer to “Free Spirit” and Killer to “Disruptor”), and adds two: Philanthropist (a purpose-and-mission driven type that Bartle’s grid does not capture) and Player (motivated by extrinsic rewards for their own sake). HEXAD’s empirical survey (Tondello et al., 2016) has better psychometric validation than the original Bartle Test. The Philanthropist addition is the conceptually important one — it’s effectively Octalysis’s Core Drive 1 given a player-type name.

What’s the single most useful way to use Bartle’s player types today?

Use it as a design diagnostic, not a design prescription. List the last five features your product shipped and label each by the Bartle quadrant it primarily serves. If more than three cluster in a single quadrant (usually Achiever), you have discovered a motivational monoculture. From there, use the eight Core Drives of the Octalysis Framework to design specific mechanics that rehabilitate the under-served quadrants — and add Core Drive 1 (Epic Meaning) deliberately, because Bartle’s grid does not cover it.

The honest takeaway: Bartle gives you the vocabulary to see what your product is currently designing for. It cannot tell you what to design next — for that, you need the eight Core Drives, including the one Bartle missed.

If you want the framework that does both — see the underlying drives and hand you the mechanics — read the canonical Octalysis guide next.

Read the Octalysis Framework Guide →

References

Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of MUD Research, 1(1). https://mud.co.uk/richard/hcds.htm

Bartle, R. (2003). Designing Virtual Worlds. New Riders Publishing.

Bartle, R. (2004). Virtual worldliness: What the imaginary asks of the real. New York Law School Law Review, 49(1), 19–44.

Chou, Y. (2019). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Packt Publishing.

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.

Gruber, M. J., Gelman, B. D., & Ranganath, C. (2014). States of curiosity modulate hippocampus-dependent learning via the dopaminergic circuit. Neuron, 84(2), 486–496. https://doi.org/10.1016/j.neuron.2014.08.060

Hamari, J., & Tuunanen, J. (2014). Player types: A meta-synthesis. Transactions of the Digital Games Research Association, 1(2), 29–53. https://doi.org/10.26503/todigra.v1i2.13

Marczewski, A. (2015). Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design. CreateSpace Independent Publishing.

Mazur, A., & Booth, A. (1998). Testosterone and dominance in men. Behavioral and Brain Sciences, 21(3), 353–363.

Schultz, W. (2015). Neuronal reward and decision signals: From theories to data. Physiological Reviews, 95(3), 853–951. https://doi.org/10.1152/physrev.00023.2014

Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The Gamification User Types Hexad Scale. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 229–243. https://doi.org/10.1145/2967934.2968082

Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775. https://doi.org/10.1089/cpb.2006.9.772

Yee, N., Ducheneaut, N., & Nelson, L. (2012). Online gaming motivations scale: Development and validation. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2803–2806. https://doi.org/10.1145/2207676.2208681

Zichermann, G., & Cunningham, C. (2011). Gamification by Design. O’Reilly Media.




WOULD YOU LIKE YU-KAI CHOU TO WORK WITH YOUR ORGANIZATION?

Yukaichou.com Main Contact Form

Continue your training

Reading is XP. Now test what drives you — or pick a quest path.

Keep exploring

Related articles