Be tech-smart and culture-savvy by using game-design thinking and gaming activities to connect with current users in a fun way and draw in new ones. Hear from a library communicator who literally wrote the book on this topic. Online games are incredibly popular; libraries, book apps, and learning institutions are leveraging this to bring in new audiences and engage with existing ones in new ways. Why are they doing this, what is the benefit, and how do you make it work to promote your library? Get the answers here!
27. Noun
the application of typical elements of game playing (e.g.,
point scoring, competition with others, rules of play) to
other areas of activity, typically as an online marketing
technique to encourage engagement with a product or
service.
"gamification is exciting because it promises to make the
hard stuff in life fun"
So what exactly is
Gamification ?
28. Noun
the application of typical elements of game playing (e.g.,
point scoring, competition with others, rules of play) to
other areas of activity, typically as an online marketing
technique to encourage engagement with a product or
service.
"gamification is exciting because it promises to make the
hard stuff in life fun"
So what exactly is
Gamification ?
29. Noun
the application of typical elements of game playing (e.g.,
point scoring, competition with others, rules of play) to
other areas of activity, typically as an online marketing
technique to encourage engagement with a product or
service.
"gamification is exciting because it promises to make the
hard stuff in life fun"
So what exactly is
Gamification ?
30. Noun
the application of typical elements of game playing (e.g.,
point scoring, competition with others, rules of play) to
other areas of activity, typically as an online marketing
technique to encourage engagement with a product or
service.
"gamification is exciting because it promises to make the
hard stuff in life fun"
So what exactly is
Gamification ?
74. “ The powerful and positive role that community can play in providing
feedback and support to badge earners. One of the things the team has
talked a lot about is the way in which library staff working with teens can
help to support and provide feedback to badge earners. Talking with other
badge project developers we learned that we can use social tools – like
thumbs up and thumbs down – as a feedback mechanism and as a way to
get the community involved with badge earning and learning.”
If we think of marketing as sales and advertising, it doesn’t seem to attractive.
About half of Americans have played games… not necessarily are die hard gamers, but have played games. 49% of Americans play or have played games
Game playing is pretty evenly distributed ACROSS age ranges, so we are not even looking at millennials. We are talking about everyone, and when I suggest millennials I just want to talk about that since hey GROWN UP with games,
I think it is also important to state that, is equally broken down by gender, there does seem to be a preference in males to females to play, BUT about two years ago there were more female players OVER 35, than teen boys playing games.
So who is using Gamification…. It is supposed to be the HOT market right now?
On the industry side… tons of people do… BunchBall is the leader in Gamification marketing…
Well you might be … how many are running a scavenger hunt in their children's section, or Summer Reading rewards?
What is Gamification? What is Gamification?
What is Gamification? A basic definition, actually the main one a Google search will give you is…
So this quote is WRONG
What is Gamification? The major misunderstanding is that hard stuff is fun… we will get back to that when we talk about FLOW
What is Gamification? The important part of this, is that application of Gaming Elements to create engagement, So what are typical Game Elements ?
Our First though is BPL or badges points leaderboards.
Foursquare pretty much started this trend in the late 90’s with their app
Lemon Tree or the library Game was started at University of Huddlesfield circa 2010. Took off, made it Glasgow and Manchester… now the Open University.
After a certain Point the system will get old, no matter how well designed… by introducing the ability to surprise gift badges and make social groups and gifting badges, we hope to keep engagement high. By using the points as a Game Currency, we hope that there will be no build up of points, that people with the most badges will be interested in interacting and accepting new members in their group.
There was a classic mamagment study done, called the Westinghouse study, they changed the level of lighting in a room to find out what was optimal for their workers, they would brighten the light, and for awhile work would go up, hten it would slack down, and they would try dimming the light, and it would go up again… what they ended up finding out is that the level of light didn’t matter to the workers as much as the fact management was continuing to try and make things better for them..
IN the Past 40 years Game Designers have become increasing sophisticated and have spent a lot of time and money developing new ways to motivate people to keep playing games. In reality games have proven to be a great lab experiment on willing subjects who actually pay to be studied. No real number exists for how many games have been released, but a conservative estimate is over 200,000, who knows how many million of players that has been, and market forces proving the success of good design.
A well designed Gameification system must meet all of the four player types, these were introduced as concepts by the English Professor Richard Bartle, when he looked at Multi Player Games. To just use BPL will only address the needs of the first two types of users, Killers and Achievers. These are traditionally how we view games, as competitive sport.
A well designed Gameification system must meet all of the four player types, these were introduced as concepts by the English Professor Richard Bartle, when he looked at Multi Player Games. To just use BPL will only address the needs of the first two types of users, Killers and Achievers. These are traditionally how we view games, as competitive sport.
A well designed Gameification system must meet all of the four player types, these were introduced as concepts by the English Professor Richard Bartle, when he looked at Multi Player Games. To just use BPL will only address the needs of the first two types of users, Killers and Achievers. These are traditionally how we view games, as competitive sport.
A well designed Gameification system must meet all of the four player types, these were introduced as concepts by the English Professor Richard Bartle, when he looked at Multi Player Games. To just use BPL will only address the needs of the first two types of users, Killers and Achievers. These are traditionally how we view games, as competitive sport.
A well designed Gameification system must meet all of the four player types, these were introduced as concepts by the English Professor Richard Bartle, when he looked at Multi Player Games. To just use BPL will only address the needs of the first two types of users, Killers and Achievers. These are traditionally how we view games, as competitive sport.
Started in 2010 at Huddlesfeld College
Started in 2010 at Huddlesfeld College
Customer complaints
Still 50 million users DAILY!!!
IN 2014, they had to create a whole new, so it is one of the greatest successes and failures at the same time.
Gamefication is a growing field one that is a “hot Topic” right now. Badges Points and Leaderboard ( or BPL) make for a great feedback for activities people have done, and an almost immediate feedback. But we need to understand that just using Badge this is not really gamefication.
Gamefication is a growing field one that is a “hot Topic” right now. Badges Points and Leaderboard ( or BPL) make for a great feedback for activities people have done, and an almost immediate feedback. But we need to understand that just using Badge this is not really gamefication.
Gold Star and Grade are really just non digital badges, stuff schools have used for year. Moving from 2nd to 3rd, to 4th etc…. Is in a way leveling up. The problem with these systems is that not all students embrace the system or move from extrinsic rewards, ie good grades, to Intrinsic rewards, ie love of learning and reading… something I would hope this audience has done since we are all sitting here with MLS’s
IN the Past 40 years Game Designers have become increasing sophisticated and have spent a lot of time and money developing new ways to motivate people to keep playing games. In reality games have proven to be a great lab experiment on willing subjects who actually pay to be studied. No real number exists for how many games have been released, but a conservative estimate is over 200,000, who knows how many million of players that has been, and market forces proving the success of good design.
Martin Segelman bring another concept to this too. If we have social engagement, can we perhaps reinforce, positive social engagement. A Game like World of Warcraft, makes it necessary for teamwork and collaboration to unlock all of it’s abilities. The killer and Achiever need to interact socially to achieve their goals. In a sense, they are forced to be a different kind of player until they accept these conditions as necessary to become the kind of player they are naturally inclined to be. Finally there are two last key concepts to Gameficiation…
Flow, or to be in the moment, present, in the zone, on a roll, wired in, in the groove, on fire, in tune, centered, singularly focused, or going beast mode. Mihaly Csikszentmihalyi wrote a book called “Flow: The Psychology of Optimal Experience” in which he pointed out that people are happiest when they are increasingly challenged by their abilities… so any Gameficiation system must get harder, but in a manner that isnot beyond the skills that a player has grown. And the Final One….
If we keep returns in direct correlation then we have a diminishing return, if you must do task a to get badge a, folled by task b to get badge B, and so on to badge Z. You will lose your audience. The secret is to leave them options. The esscence to Explore. Games have long been filled with what is in game language, Easter Eggs, attack a wall find a hidden room, in that room is a prize, sometimes not even useful to the game, but a prize none the less… Easter Eggs have been around at least since Mario Brothers, probably longer. Why would the player attack the wall, in the narrative of the story there would be no reason, but that action of exploring, or just trying it for the fun of it, is what makes it interesting. Case in Point, the Game Doom had a rocket launcher in it…someonce once shot it at his own feet while jumping and discovered once of the greatest moves in the game, they learned to Super Jump over obstacles. Soon it was THE rage, by logic, in real life, you would be smarter than to shoot a rocket launcher at your feet, but this in a game, you can expierment, there needs to be rewards for trying something new…Now I can’t incorporate a rocket launcher in a Gamefied system for Library community engagment, but I can encourage exploration… freedom of motion, and self expression, all the while giving a competetive framework to increase challenges..or at least I hope so… here is design for that system….
A well designed Gameification system must meet all of the four player types, these were introduced as concepts by the English Professor Richard Bartle, when he looked at Multi Player Games. To just use BPL will only address the needs of the first two types of users, Killers and Achievers. These are traditionally how we view games, as competitive sport.
Look at World of Warcraft, thy have been running a n MMORPG for over 10 years, in no small part their success is the the fact they constatntly listen to their userbase, and make frequent changes, No gmefied system will last if we do NOT listen to the people participating, and more importantly continue to change, We plan on letting the users not just gift badges, but help create them, gift special ones for behaviors they feel are worthwhile.
Also we need to give tangible or useful returns, otherwise, it is not Gamefication…just a Game