gamifying library services: issues and challenges
TRANSCRIPT
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