From: The effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Gamer type | Sample | Male | Female |
---|---|---|---|
Achiever | 48 | 18 | 30 |
Conqueror | 28 | 15 | 12 |
Daredevil | 6 | 5 | 1 |
Mastermind | 3 | 0 | 3 |
Seeker | 16 | 5 | 11 |
Socializer | 9 | 5 | 4 |
Survivor | 12 | 4 | 8 |
Total | 121 | 52 | 69 |