How to gamify your library

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This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.

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How to gamify your library

  1. 1. HOW TO GAMIFY YOUR LIBRARY
  2. 2. GAMIFICATION • Definition • Why use gamification? • Game design concepts • Things to watch out for
  3. 3. "Gamification is the use of game thinking and game mechanics to engage audiences and solve problems" - Gabe Zichermann
  4. 4. 2014 TREND
  5. 5. STUDENT LIBRARIAN PROGRAMME GAME EXAMPLE
  6. 6. ORDER IN THE LIBRARY GAME EXAMPLE
  7. 7. GAMIFICATION • Definition • Why use gamification? • Game design concepts • Things to watch out for
  8. 8. "If kids are willingly working quite hard to learn what is required to solve relatively complex problems in video games, why should we not harness this effort for educational purposes?" - Poulsen
  9. 9. "With games, learning is the drug" - Koster
  10. 10. QR CODE SCAVENGER HUNT GAME EXAMPLE Jude Cosson
  11. 11. "Most of them have had easy access to sophisticated games and virtual worlds their entire lives, and so they take high- intensity engagement and active participation for granted. They know what extreme, positive activation feels like, and when they're not feeling it, they're bored and frustrated" - McGonigal
  12. 12. "Video games are the epitome of...creative engagement. By comparison, school is so boring that kids, used to this other life, can't stand it" - Prensky
  13. 13. GAME FEATURES • Engaging • Learning is fun • Clear goals • Optimal experiences • Problem solving • Immediate feedback • No fear of failure • Social interaction • Creative thinking
  14. 14. GAMIFICATION • Definition • Why use gamification? • Game design concepts • Things to watch out for
  15. 15. DECIDE NOW APP GAME EXAMPLE
  16. 16. GENRE QUIZ GAME EXAMPLE
  17. 17. WHAT THINGS ARE FUN? • Winning • Problem-solving • Exploring • Chilling out • Teamwork • Recognition • Triumphing • Collecting • Surprise • Imagination • Sharing • Role playing • Goofing off • Customisation - Werbach
  18. 18. BLIND DATE A BOOK GAME EXAMPLE Anne Fahey
  19. 19. CLASS DOJO GAME EXAMPLE
  20. 20. MONOPOLY READING GAME EXAMPLE @JJPurtonJones, http://taupakiroom11.com/
  21. 21. GAME MECHANICS • Points • Levels • Badges • Leaderboards • Relationships • Appointments • Competition • Collaboration • Constraints • Narrative • Challenges • Virality • Discovery • Loss Aversion
  22. 22. THE GAME LAYER ON TOP OF THE WORLD Seth Priebatch
  23. 23. A NOVEL MURDER GAME EXAMPLE Glenys Bichan
  24. 24. HOUSE POINT COMPETITION GAME EXAMPLE
  25. 25. READING BINGO CHALLENGE GAME EXAMPLE Random House
  26. 26. SELF-DETERMINATION THEORY • Competence • Autonomy • Relatedness - Deci & Ryan
  27. 27. READING QUEST GAME EXAMPLE
  28. 28. ITERATION
  29. 29. GAMIFICATION • Definition • Why use gamification? • Game design concepts • Things to watch out for
  30. 30. POINTSIFICATION
  31. 31. "Once you start giving someone a reward, you have to keep her in that reward loop forever" - Zichermann & Cunningham
  32. 32. WHEN THE CROWDING-OUT EFFECT IS NOT A CONCERN • Teaching a skill • Short- term behaviour changes • Uninteresting tasks
  33. 33. "In environments when extrinsic rewards are most salient, many people work only to the point that triggers the reward - and no further. So if students get a prize for reading three books, many won't pick up a fourth, let alone embark on a lifetime of reading..." - Dan Pink
  34. 34. "A program that turns vacation reading into something one has to do to obtain a reward is hardly likely to produce children who have "learned to love books". Quite the contrary...Children are not only unlikely to continue reading; they are less likely to read than they were before the program began" - Kohn
  35. 35. WHAT SHOULD WE DO? • Replace contingent, extrinsic rewards with intrinsic rewards • Maximise intrinsic motivators of competence, autonomy and relatedness • Use narratives, quests and challenges that promote things like exploration and discovery
  36. 36. • msimmsnz@yahoo.co.nz • @MSimmsNZ • www.goodkeenlibrarian.blogspot.co.nz • http://librarygamification.weebly.com/
  37. 37. PLAN OF ACTION • Decide on your objectives • Think about how to make your activity fun • Choose game elements • Focus on intrinsic motivators • Give good feedback • Playtest, iterate and improve

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