gamification · 2017-07-11 · gamification •gamification is transferring some of the positive...

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GAMIFICATION by Serap Kurbaoğlu, Hacettepe University, Turkey

Gamification

• The term gamification was coined by Nick Pelling in 2002

• It became popular in the second half of 2010

Gamification

• Gamification is transferring some of the positive characteristics of a game to

something that is not a game

• Those positive characteristics of a game are often described as “fun” and they

have the effect of engaging game players in the activity

Definition

• Gamification is applying game design to non-game applications to make them

more fun and engaging

• Gamification is integrating game dynamics into your site, service, content … in

order to drive participation or awareness

Benefits

Research has shown that gamification increases

• attention

• participation

• teamwork

• problem solving skills

• user experiences

Elements of gamification

Bottle Bank https://www.youtube.com/watch?v=2lXh2n0aPyw

Rubbish bin https://www.youtube.com/watch?v=cbEKAwCoCKw

Zombies Run

Power of Gamification

• When the Piano Stairs were installed in Odenplan, Stockholm, 66 percent

more people chose the stairs over the escalator

• The Bottle Bank Arcade machine was used by nearly one hundred people

over one night. During the same period, the nearby conventional bottle bank

was used only twice

• People are willing to make efforts for fun and do good things at the same

time

Gamification in libraries

• Traditional library services are designed to solve information scarcity by

mediation

• But now information is abundant, and what is precious and scarce is not

information, it is people’s time and attention

• Most critical in the times of abundant information is how to engage people

• Gaming is a proven tool for engagement. This is why gamification is an

important trend in libraries

Librarygame http://librarygame.co.uk/index.html

https://lib.jjay.cuny.edu/sasp/

Murder in the Library

Murder in the Library

Gaming Against Plagiarism - http://digitalworlds.ufl.edu/gap/game2/

Gaming Against Plagiarism - http://digitalworlds.ufl.edu/gap/game1/

Citation game - http://www.lib.jmu.edu/tictactoe/

I’ll get it!

Within Range

MagneticKeyword

Goblin Threat Plagiarism Game

Limits of Gamification

• Gamification alone does not guarantee user engagement or learning

• A clear goal, careful planning, and skillful execution are necessary for the

success of a gamification project

THANKS

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