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Andrzej Marczewski
Andrzej Marczewski 2021
Andrzej Marczewski 2021
Andrzej Marczewski, 2017
Born (1978-04-27) April 27, 1978 (age 46)
Chertsey, England
NationalityBritish
Occupation(s)Senior Digital Experience Consultant, Gamification expert, author, musician
Notable workEven Ninja Monkeys Like to Play, Gamification User Types HEXAD

Andrzej Marczewski (born April 27, 1978) is a British gamification expert, author, and musician, renowned for his significant contributions to the field of gamification, particularly through the development of the Gamification User Types HEXAD framework, cited in numerous academic publications.[1][2][3]

Early Life and Education

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Marczewski was born in Chertsey, England. He earned a Bachelor of Science degree in Biomedical Science from the University of Wales Institute, Cardiff, graduating in 2000.[4] He later completed a Postgraduate Certificate in Education at the University of Greenwich.[4]

Career

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Early Career

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Marczewski began his career in web development and educational design, contributing to projects that enhanced user engagement and created innovative solutions for employee training and virtual learning environments. From there he moved on to have multiple roles at Capgemini. It was here that he started to work with gamification. After leaving Capgemini, he worked at several gamification focused companies as well as for himself as Gamified UK.[4]

Currently

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In 2021, Marczewski joined Monetate (formerly Kibo Commerce) and now works as a Senior Digital Experience Consultant, helping clients optimize user engagement through personalized digital strategies.[4]

Gamification

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In 2011, Marczewski transitioned into gamification, founding the blog Gamified UK, which became a widely recognized resource for gamification insights.[3] He is best known for developing the Gamification User Types HEXAD, a framework that segments users into six motivational types: Socializers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors.[5] This framework has been widely adopted in research and practical applications globally, including by the WHO Academy.[4]

Gamification User Types HEXAD

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Marczewski is best known for developing the **Gamification User Types HEXAD**, a framework that segments users into six motivational types: Socializers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors.[6] This model helps designers tailor gamification strategies to suit different user motivations, promoting more engaging and effective experiences.[7]

The HEXAD framework has been widely adopted in academic research and practical applications across various industries, including education, healthcare, and corporate training. Notably, the model has been used by organizations such as the WHO Academy to improve user engagement in e-learning programs.[8] Its versatility and adaptability have made it a cornerstone of gamification design, cited in numerous academic publications and implemented globally.[9]

The HEXAD framework continues to inspire gamification designers and researchers, solidifying Marczewski’s legacy as a thought leader in the field.[10]

Gamification User Types HEXAD
Gamification User Types HEXAD

Gamification Ethics

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Marczewski has made significant contributions to the discourse on ethics in gamification. In 2015, he introduced the **Open Gamification Code of Ethics**, a framework designed to guide designers in creating ethical gamified systems.[11] This code emphasizes principles such as honesty, integrity, transparency, quality, and respect, aiming to ensure that gamification practices prioritize user well-being and avoid manipulation.[12]

In 2017, Marczewski expanded on these ideas in his article "The Ethics of Gamification," published in the *XRDS: Crossroads, The ACM Magazine for Students*. This work explores the moral implications of gamification, discussing how designers can create systems that promote positive user outcomes while adhering to ethical standards.[13]

Through these initiatives, Marczewski has played a pivotal role in fostering ethical awareness within the gamification community, advocating for practices that respect and benefit users.[14]

Other Gamification Activity

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  • Authoring several influential books, including Gamification: A Simple Introduction (2012)[15] and more recently The Gamification Design Handbook: Even Ninja Monkeys Like to Play (2023)[16]
  • Keynote speaking at events such as Gamification Europe (2017–2024)[17], Gamification World Congress (2013–2016), and SocialNow.[2]
  • Receiving the "Greatest Contribution to the Industry" award at the Gamification World Congress in 2016.[18]

Publications

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Marczewski has authored multiple books on gamification:

  • Gamification: A Simple Introduction (2012)[19]
  • Even Ninja Monkeys Like to Play: Gamification, Game Thinking, and Motivational Design (2015)[20]
  • Marczewski's Core Principles of Gamification (2017)[21]
  • The Gamification Design Handbook: Even Ninja Monkeys Like to Play (2023)[22]

Music

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Marczewski is also a passionate guitarist and runs the YouTube channel Yet Another Guitar Channel. The channel features gear reviews, tutorials, and original compositions. He has released music on platforms like Spotify, including the album Up 'Til Now (2023), which features tracks such as "Ocean Loader 4" and "Church on the Hill."[4]

Personal Life

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Marczewski resides in Addlestone, United Kingdom, with his wife, Laura, and their two children, Olivia and Hannah. He is an advocate for mental health awareness, sharing his experiences with anxiety and depression through blog posts and public speaking.[4]

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  1. ^ "The Gamification User Types Hexad Scale". Retrieved 2024-11-28.
  2. ^ a b "Andrzej Marczewski LinkedIn". Retrieved 2024-11-28.
  3. ^ a b "Gamified UK". Retrieved 2024-11-28.
  4. ^ a b c d e f g "Andrzej Marczewski LinkedIn". Retrieved 2024-11-28.
  5. ^ "The HEXAD Gamification User Types". Retrieved 2024-11-28.
  6. ^ "The HEXAD Gamification User Types". Retrieved 2024-11-28.
  7. ^ "The Gamification User Types Hexad Scale". Retrieved 2024-11-28.
  8. ^ "Gamified UK". Retrieved 2024-11-28.
  9. ^ "Validating Gamification Mechanics and Player Types in an E-learning Environment". International Journal of Educational Technology. 2016. doi:10.1145/283846862. Retrieved 2024-11-28.
  10. ^ "Gamification: Understanding User Motivation". Retrieved 2024-11-28.
  11. ^ "Revisiting the Gamification Code of Ethics". Retrieved 2024-11-28.
  12. ^ "Gamification Ethics". Retrieved 2024-11-28.
  13. ^ "The Ethics of Gamification". XRDS: Crossroads, The ACM Magazine for Students. 24 (1): 56–59. 2017. doi:10.1145/3123756.
  14. ^ "Gamified UK Blog". Retrieved 2024-11-28.
  15. ^ "Gamification: A Simple Introduction". Retrieved 2024-11-28.
  16. ^ "The Gamification Design Handbook". Retrieved 2024-11-28.
  17. ^ "Gamification Europe". Retrieved 2024-11-28.
  18. ^ "Gamification Europe 2016". Retrieved 2024-11-28.
  19. ^ "Gamification: A Simple Introduction on Amazon". Retrieved 2024-11-28.
  20. ^ "Even Ninja Monkeys Like to Play on Amazon". Retrieved 2024-11-28.
  21. ^ "Marczewski's Core Principles of Gamification". Retrieved 2024-11-28.
  22. ^ "The Gamification Design Handbook". Retrieved 2024-11-28.