Gamifying Library Services: Issues and Challenges

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Transcript of Gamifying Library Services: Issues and Challenges

1st Marina G. Dayrit Lecture Series 2015

Philippine Association of Academic/Research Libraries Inc.

Gamifying Library Services: Issues and Challenges

Screenshot from the game Lightning Librarian

-2003 the term Gamification was coined

- First recorded Gamification- 1890’s

S&H GreenStamps (Reward’s Program)

“game-like”

“it is the process of applying game mechanics and game thinking to

the real world…”

“use of game elements and game design in non-game contexts”

To make actual experience more fun/enjoyable

Within Range

Teach your students how books are arranged in Libraries with Library of Congress classification system.

https://libwebspace.library.cmu.edu/libraries-and-collections/Libraries/etc/game1/game1.swf

Developed by Carnegie Melon University Libraries

Develop Library Games

Adding Games to the Collection

In Gamification . . .

We study game components and mechanics

And apply them to the real world experience

Ex. FourSquare

Ex. Credit Cards

-Free luggage, free movie ticket, free food etc.- Free annual fees (accumulated points)

- starting credit limit- higher interest rates

- Free luggage, free pop corn, free ball pen, free bagApplication

-More perks- bigger credit limit

Php 150,000,000,000 Total Credit Card Debts in the Philippines

“BADGE”

Uses of Gamification

EXTERNAL

INTERNAL

BEHAVIOR CHANGE

LemonTree (University of Huddersfield)

Analytics: Points & Leaderboards

Statistics of Reference Queries, Who Answered, and the Quality of Answers

LemonTree (University of Huddersfield)

Games

Any contest undertaken for recreation or prizes, played

according to rules and depending on strength, skill or luck to win; amusement;

diversion; play.

"Game." Def. 1. The New International Websters Comprehensive Dictionary of the English Language. Deluxe Encyclopedic ed. 2010. Print.

Games and Literacy

A good game can teach

And can also alter behavior

Principles of Game-based Learning

• Engagement

• Co-Design and Identity

• Well-ordered problems

• Information on demand

• Just in Time

• Situated Meaning

Game

World of WarCraft

8 Million worldwide subscribers

20 hours a week average gameplay

TETRIS33 Million copies sold

Multi-Billion dollar industryConsistent Economic Growth

People are

willing to invest

in games

T.y.p.e.s..o.f..G.a.m.e.s

Physical

Table Top

Video

What do these games have in

common?

Game Elementsfor

Gamification

Points

Avatar

Badges

Combat

Feedback

Virtual Goods

Graphics

Sounds

Gamification Elements by Prof. Kevin Werbach

Dynamics

Mechanics

Components

Dynamics

Constraints

Emotions

Narrative

Progression

Relationships

Mechanics

ChallengesChanceCompetitionCooperationFeedbackResource AcquistionRewardsTransactionsTurnsWin States

Components

Achievements

Badges

Points

Leaderboards

Boss Fights

Collections

Combat

LevelsQuestsSocial GraphTeamsVirtual GoodsAvatars

Points, Badges and LeaderBoards

THE PBL

Points

• Data

• Score

• Winning

• Rewards

• Feedback

• Progress

Badges

Representations

and

Credentials

“Status Symbol”

Leaderboards

Ranking

Points, Badges and Leaderboards

THE PBL

How Do Gamification works?

Intrinsic and Extrinsic Motivation

Intrinsic (Long-Term and more meaningful)

you do it because u want it. ‘coz u find doing the thing fun/enjoy

“I’m doing it because I want to do it”

Intrinsic Motivation

Self-Determination Thoery

• Competence

• Autonomy

• Relatedness

Extrinsic Motivation

(Long/Short Term)

- doing the thing because of the reward

- Status, Access, Power, Stuff

Rewards can be tangible and intangible

Reinforcement through rewards

• Points, Badges and Leaderboards

• Action = PBL = Rewarding

• addictive quality

• Rewards are significant

but it’s not the only element

The Dopamine System

- Potential abuse/manipulation

- when user feel they are pushed to do something they do not want to do

- when you give rewards you should keep on doing it

Gamifying Library Services

• Promotes engagement in the library

• Market library services

• Teach how to use library services

more effectively

Librarians as Game Designer

• Designing an experience

StudyPartner with other DepartmentsTry/Buy Gamification Services

• Game elements

• Programming Skills

Library Orientation

Contestants will look for clues throughout the library, find useful items, and solve mysteries to help them win the game, all the while avoiding hordes of undead attackers.

Find the Future: The Game (NYPL)

Information Literacy Instruction

Quest

Real World Layer

Avatar

Level/Progress

Virtual Goods

Points

Resource UsageSocial Avatar

Feedback

Points

Badges

Progress

Library Website

captainup.com

Transaction Statistics

Google Forms

MOST ACTIVE LIBRARIANS (Feb 2015)

Laurence 2549 answered queries

Vince 1900 answered queries

Ana 1700 answered queries

Chris 1578 answered queries

Jose 365 answered queries

Rose 215 answered queries

Janny 81 answered queries

Claim your Library in Foursquare

Implementing a Gamification System

• 1. Set your Goals

• 2. Identify target behaviors

• 3. Know the players

• 4. Use appropriate game elements

• 5. FUN