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Gamification Archetype Validations
Identify an archetype that is different from conventional gamification models and validate it using online survey tools in anticipation of its implementation on a distributed energy resource (DER) agreement platform - TESS
Lim, Reegine., Baltaduonis, Rimvydas., Malik, Mayank., and Chassin, David. P. (2024).
Evaluative Research
Quant Methods
Survey Model
🖼 BACKGROUND
Project Kickoff
TESS (Transactive Energy Service System) is an essential service designed to help everyone become more conscious of their utility consumption while simultaneously improving energy efficiency. A key requirement is to engage participants with the system so they remain consistently informed about the real-time energy market, enabling them to manage their household devices effectively and achieve more affordable utility costs.
Project Goals
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Explore archetypes for energy consumer products
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Understand how consumer wants to engage with energy consumer products
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Identify features designed to engage energy consumers effectively
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Map out gamification strategies that cater to the primary archetypes
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Ideate ways in which an energy product like TESS can enhance the experience of energy consumers in achieving more affordable utility costs.
Evaluative Research Methodologies
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Survey Planning
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Literature Review
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Competitor Analysis
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Data Re-evaluation
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Data Analysis
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Regression Analysis
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Product Ideation
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Journey Map
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Storyboard

👩💻🔎
📊🔎
🧑🎨🔎
Understand the shortcomings of Bartle Taxanomy of Player Types
Data collection via SurveyPro & Prolific
Identify features for product design based on identified archetypes
Plan and design the survey procedures
Analyze data with Marimo.io
Define the archetypes through visuals
Ran survey analysis n=1500 in total
Ran survey analysis, re-evaluation, and regression
Create survey app via Marimo.io with an intern
📚 IDEATION | Survey Inspiration
Bartle Taxonomy of Player Types, 1996
Bartle's taxonomy categorizes players into four types — Achievers, Explorers, Socializers, and Killers — based on their motivations and preferred activities in online games. Bartle calculates player types based on responses to the quiz questions, which are designed to measure preferences and motivations related to gameplay. Each response is scored and aggregated to determine a player's tendencies. The final scores reflect the extent to which a player aligns with each type, helping to identify their primary and secondary player types.
Achiever
Achievers regard points-gathering and rising in levels as their main goal, and all is ultimately subserviant to this.
Socializer
Socialisers are interested in people, and what they have to say.
Explorer
Explorers delight in having the game expose its internal machinations to them.
Killer
Killers get their kicks from imposing themselves on others.
📚 IDEATION | Survey Context
Create universal comprehensive survey questionnaire
Gaming Context
Achiever, Explorer, Socializer, Killer
We aim to identify archetypes applicable to non-game domains, in contrast to Bartle's study, which centers on gamer psychology. The survey we designed covers a broader range of topics and offers more diverse options, rather than focusing exclusively on gaming patterns.
Non-game Context
Achiever, Explorer, Socializer, Influencer
📚 IDEATION | Survey Diversity
Instead of binary question, we provide 4 diversity options
Bartle's Test of Gamer Psychology consists of 30 questions, each offering binary choices. In contrast, we opted to provide 4 diverse options per question, with each option representing one of the 4 proposed archetypes.
Bartle's Questions

Binary Questions
Our Questions

4 Diverse Options
🔎 Take a look at how researchers define the survey questions
Assessed by
8 Behavioral Questions
🕵🏼♂️
1️⃣
100 Survey Validators
Validators are assigned to label options provided based on the questions with four proposed archetypes

Researchers used the Delphi method to assess the agreement threshold, and found that 81.25% of our questions & options achieved 75% or higher agreement among the validators 🎉
Distributed
Assessed by validators
Demographic Questions
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Susceptibility
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Tech Savviness
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Risk Aversion
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Age Group
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Location
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Home Ownership
Distributed
🧑🏼💼
2️⃣
500 Survey Participants
Distributed
Preferred-Action Question
The same survey was given to the same participants two months later, without their knowledge
Participants must select an option that involves taking action according to the archetype they choose


💡 PLANNING | Recruitment
How do researchers recruit survey participants?
Behavioral and preferred-action questions, which include a 75% agreement threshold, are distributed alongside demographic questions to 500 survey participants through Prolific (survey recruitment platform).
💡 PLANNING | Survey Data Allocation
How do researchers tabulate the collected data?
Each response provides a score of +1 or -1 in two dimensions, which are then averaged to determine the individual locus. Using these axes, quadrants are formed, categorizing participants into one of four types: Achiever (++), Influencer (-+), Socializer (--), and Explorer (+-).


💡 PLANNING | Design & Procedures
What do researchers aim to discover from the data?
Based on the three categories (behavior, demographic, and preferred-action questions), researchers came up with hypotheses:
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An individual’s personality type can be determined from self-reported data about themselves
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An individual’s personality type can predict their choices
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An individual’s personality type corresponds to an archetype that is stable over time
Identified archetype from Behavioral Questions
Predict?
Identified archetype from Preferred-Action Questions
Demographic
Questions
Predict?
Identified archetype from Preferred-Action Questions
🔎 What methods researchers took to evaluate the hypotheses?
📊 Methodology
1. Data Analysis (n=500)
Both the simple average as well as the weighted average are computed based on the validator's weights assigned to each answer type to determine the locus point of a participant’s answers.

Without Validators' Weight

With Validators' Weight
📊 Methodology
3. Correlations
Table shows weak correlations within tech savviness, except for other savviness (how others view you) and self savviness (how you view yourself), which have a strong positive correlation of 0.92.


