1. Using Gamification to Attract and
Retain Young Readers to Our Local
Public Libraries
Gamification Level 2 Certification Project
!
By Luther Hill
2. Disclaimer
•
The following presentation was developed to obtain
the Engagement Alliance’s Level 2 Gamification
Certification
•
This does not constitute or represent any official policy
or process of the United States Public Library system
or their affiliates
3. Gamification Goals
•
Ensure that the proliferation of digital media and smart
devices supplements the traditional local library but
does not ultimately replace it
•
Attract young library members to build a continuing
foundation of loyal members to our local public library
system
•
Retain existing library members and encourage and
incentivize regular use of the brick and mortar library
system
5. Disclaimer
•
The ideas represented hereafter form an introduction
to the design of a potential Gamification platform for
the public library system
•
This presentation is not intended to be a complete
design, rather a starting point for further analysis
6. Initiation
•
New or existing library card members request admission into
The Desiderata
•
New members sign a pledge to only talk about the secrets of
The Desiderata with existing members
•
New members are issued a secret document with a pass
phrase, mission, and other secret knowledge only to be
shared among members
•
Existing members are encouraged to bring friends to the
library to sign them up for their library card and admission
into a very exclusive and private society
7. Points
•
Members are encouraged to visit the local library
regularly and are rewarded with experience points (XP)
for checking books in/out and attending library special
functions
•
Members are rewarded with bonus points for signing
up new members to The Desiderata
•
Donate books to the local library for philanthropy
points
•
Attend or participate in your local library’s events
8. Badges
•
Members receive an initial badge for joining The Desiderata
•
Members receive additional badges for achievements such as:
•
Signing up new members
•
Achieving thresholds of book check outs/ins
•
Reading an entire series of books (ie Harry Potter)
•
Returning 20 books on time without late fees
•
Attending special library events
•
Recommending books to other readers (referrals)
9. Challenges
•
Finish a book at a higher reading level than you are
currently graded
•
Finish a particular series of books
•
Use library resources to solve a puzzle issued by the
library
•
Finish the entire State Reading Standards list (ie
Sunshine State Readers for FL)
10. Rewards / Status
•
Move to the top of the wait list for a book
•
Notified for first opportunity to check out a newly
published book arriving at the library
•
Recognized within the local library by book tags
indicating “Sydney Recommends”
•
Posted listing of the members with the highest volume
of check outs/ins
11. Player Types
•
Explorers
•
•
Share your experiences with your friends and other library members
•
•
Discover new books and other resources only available at the library
Earn special status for being the most active participants
Socializers
•
Build social interaction and connection between people
•
Draw them to the library for social interaction and inclusion
•
Use the library as a common meeting area for friends who attend other
local schools
12. Next Steps
•
Perform a thorough requirements analysis / survey
with members, librarians, and other stakeholders to
determine the objectives of the system and the biggest
motivators to increase and retain membership and foot
traffic in our local public libraries
•
Align these requirements with the secret society theme
presented here to determine the optimal Gamification
mechanics necessary to design and develop a
successful platform