Player Motivation - Bartle’s Taxonomy
In this series, we are going to look at some of the different classifications proposed by academics over the years for hobbyists, gamers and users, across both Hobbying and Video Games. Not because I think it's useful to try and push people into boxes, but because it allows us as a community to both think about our own motivations and then discuss them with others in a constructive and common language, better understanding how we can get the most out of the hobbying we do in whatever form that is.
Today, we are going to be looking into a theory proposed in the late 90’s by Richard Bartle that splits players on two main axes to break them into 4 groups. In the model, the X axis represents a players preference for interacting with other players vs. their leaning towards exploring the world around them (i.e. how much do you want to deal with others) and the Y axis represents preference for interaction vs. unilateral action (i.e. how much does the world change what you want to do)
So what do the 4 groups tend to enjoy doing and what do they not enjoy - let’s jump in and take a look at them.
Additional Thoughts
Above is a discussion of the basic model, using the two axis to generate 4 distinct player types, but Bartle does goes on to add a third axis to the model in later papers, breaking the 4 groups down into 8 through an implicit vs explicit axis which tries to separate players by how much they are actively planning their future play and endeavor vs a more intuitive ‘working it out as you go along’ style. With 3 scales, it’s much harder to represent on a 2D grid and is probably a topic for another day but for reference the 8 potential player categories are below - let me know in the comments if you want to hear more about it.
As we have said before, it's never as simple as putting players or hobbyists into a box. Bartle recognises this by breaking the 4 boxes down in his own further research, and other academics have proposed other models to try and help understand player motivations, such as Nick Yee who looked at a set of components or factors that make up player motivation, with individuals getting a combined profile of scores in each area rather than one of 4 or 8 profiles.
So what motivates you to play games - can you see yourself falling into one of the 8 categories? Is there anything you think separates you from other gamers that you can’t see captured in Bartle’s model? If you want to hear more about this kind of player motivation, let me know and we can deep dive into alternative approaches or further refinements.