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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/ga
me1/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
TETRIS
33 Million copies sold
Multi-Billion dollar industry
Consistent 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 Elements
for
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
Challenges
Chance
Competition
Cooperation
Feedback
Resource Acquistion
Rewards
Transactions
Turns
Win States
Components
Achievements
Badges
Points
Leaderboards
Boss Fights
Collections
Combat
Levels
Quests
Social Graph
Teams
Virtual Goods
Avatars
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
Study
Partner with other Departments
Try/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 Usage
Social 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
Gamifying Library Services: Issues and Challenges

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Gamifying Library Services: Issues and Challenges

Editor's Notes

  1. Ok. To start .. Actually, the whole gamification thing is already an Issue to us and also pose a new challenge to all the librarians Weather we adopt or not this technology, it is a trend being used by many institutions (academic and business), hindi man natin sya i-adopt ngayon, Sooner or later, we may be forced into integrating it to our services. Gamification did not evolve for Libraries Librarians are not prepared for gamification No background on Game Design Techniques No Programming skills (Most) though you can still gamify using simple things like pen and paper Hindi necessarily need ang programming skills but it is a major component
  2. To better understand what gamification is, of course, basic.. We need to know where the term originated
  3. In 2003, Nick Pelling coined the term gamification when he developed a game-like interface For an electronic device However, gamification is not really new in a sense na meron ng nakagawa nito even before the term was coined It was on 1890’s when S&H GreenStamps were distributed in the United States
  4. - Together with the stamps are booklets Collect stamps, paste in the booklet collect thru buying items in participating stores get rewards
  5. However, for the S&H Greenstamps, Bakit sila nag gamify? Lets say yes, to make the actual experience more fun But the higher goal is to gain loyalty and increase in sales Reward the behavior of buying in the participating stores
  6. The first issue we need to address in gamification is the Definition Story when I accepted it - So, to give everyone a better understanding what gamification is… I will give some illustrative example
  7. This is a Game called “Within Range” Developed for the Carnegie Melon University Libraries Read description Library environment is Simulated and challenges players to organize books according to LC This is not a good example of a gamification It is a game. Serious/Simulated game to be specific. Simulation and Gamification magkasunod nag grow kaya may confusion
  8. Lending Video Games, Acquisition of Games like toys and Boardgames etc.
  9. Or the elements in the games that makes it a game. (I will discuss these element later)
  10. So our aim in gamification is to make the actual experience in the real world fun or more exciting. We adopt the game elements and implement it to a non-game context which is in our case the actual library services. Familiar ba kayo sa sentence na pag yun trabaho may ay madali lang ay sinasabi na Ang saya naman ng work mo parang naglalaro lang… So in library, our aim in using gamification is to make it Ang saya naman magresearch, parang naglalaro lang.
  11. What is foursquare? It is a location based service which can detect your current location and enables you to check-in online. Friends can see where you are. Facebook have the same function. What is different with foursquare is it added a gamified layer into the system badges and mayor, competition of mayorship among friends
  12. To give you an example of a Gamified System, I will show you how banks used gamification on their credit card services. Sino po sa inyo ang may credit cards? Ayan naka-experience na po kayo ng gamification ng wala kayong kamalay-malay. The credit card it self is a game element, kung naglalaro kayo ng super mario, pag si mario nakakakuha ng flower magkakaron na sya ng power na barilin ng fireball yung mga kaaway niya. With the credit card, you are give the power to buy kahit wala kang pera. Sa katapusan pa naman ang bayad. Bili lang ng bili. That is one part, but if we will look to it ng mas detalyado, ganito po:
  13. You begin your quest by getting a card. Some are given automatically, some needs to apply. Kung sa mall kayo kukuha, pag natapos mo ang unang task may libre kang… “payong” Kung ok ang credentials mo, after a week meron ka ng…. Credit card. Yehey. . . You are rewarded with a card may pang utang na ako. If you will read the fine prints, ang daming promo niyan. Yung promos na iyon ay mga additional mechanics. Kumbaga sa games, it’s a new challenge. Kung mapapansin niyo may promo period pa yan kasi after that may bago na naman. So, palaging ganoon. Halimbawa, 1st na matanggap mo sya, Hey, spend a minimum of 5,000 pesos and get a free cellphone. So libreng cellphone, so ako ikaw, shempre punta ka na sa mall spend ka ng 5k. Other challenges, minimum spend of 2500 may free movie pass or gift certificate sa Bench. So yun iba ang ginagawa pag namamalengke, ang total ay 2400 para makuha yung points kukuha nalang ng kahit ano sa counter para makuha umabot sa minimum. So ganun ng ganun, hanggang sa mareach mo na yung pangmayaman ng spending level. You are rewarded with a new card. In this case, wow from regular color silver ka na. Sosyal ka na. And so the gamified process is a cycle and still continues. So Next level…
  14. Meron ka ng gold card. Gold card mas madaming benefits. Mas malaking credit limit. Mas malaking utang. Mas mukhang mapera ka na. So pag nakapila kayo sa counter para magbayad, tanong ni cashier Sir Cash or Credit card? Credit card sabay labas ng card. So yung mga nakasunod sayo.. Sa loob loob, wow gold card. Yaman. So in a way, in games, your credit card also serves as a “Badge” or a symbol of something which in this case, may pera… So, that’s how it goes. So In a gamified Credit Card system, we have seen how they Implemented Rewards, Challenges, Tasks, and Badges. So ang saya gumamit ng credit card. Pati pagtakbo sa credit card hindi lang masaya, exciting din.
  15. External is for customers and marketing Internal is within the organization Behavior change
  16. Example of external gamification is the LemonTree Library Game The software is called LibraryGame which have different modules The module for academic institution is the lemontree. What does it do? Basically it is linked to the library system and tracks all the engagement of the student to the library
  17. The Library Game is an external type of gamification as it focuses on gamifying the experience of the customers or the library clients and in a way, promoting the use of the library services.
  18. An example of Internal Gamification
  19. Behavior change in gamification – huddersfield rewards possitive behavior - through the library leaderboards, those who are not participating is now encouraged to participate
  20. Upang mas maging malalim ang pagunawa natin sa Gamification, I just want to give you a quick introduction about games. First, let us define what is a game.
  21. Keyword is Contest, recreation, prizes, rules, amusement and diversion. Pag may contest nabubuhay tayo e. kasi we are born competitive. lalo na kung you will get something in return like prizes diba and games are very effective diversion. Pag nasa kalya ka at naglalaro ka, mamamalayan mo na lang gabi na. Effective sya na pampalipas oras. However, ayun nga, iba na ang games ngayon hindi lang basta laro kundi may learning na din.
  22. There is learning in Games, and games teaches the players something. Depending on the goals and setting of the games. . . This is an element of game dynamics that thru gamification we are aiming to achieve in libraries.
  23. Sino sa inyo ang naglaro ng PACMAN? May nagbasa ba sa inyo ng user manual o ng instruction kung pano ito laruin? Sa games, hindi ka matatakot magkamali, you can learn from trial and error. So nun naglaro ka ng pacman, biglang umandar si Pacman nataranta ka na at nagpipindot ng kung ano ano.. Kinain mo na lahat.. Hanggang…… Hanggang sa naging pacman expert ka na. Simple. Yet promotes learning.
  24. Barn-buddy – nauna sa farmville – eto naabutan – almost the same mechanics. What happens pag hindi nakapag dilig at nakapag harvest on time? Ma withered and plants. In playing the game, you are given a consequence. Para maiwasan mo ito, you will go online on a specific time para makapag harvest at mag dilig. It has altered the behavior ng mga tao kung kelan sila magiinternet. Yun iba nagaalarm pa ng CP. Aalis ng maaga sa lakad para umuwi at makapag online.
  25. These are just some of the principles of learning in games which was developed over the decade Kaya ngayon kung mapapansin ninyo, nagevolve din ang mga games na nilalaro ng ating generation. Hindi lang basta recreation, minsan magugulat ka na lang sa alam ng mga bata galing sa games. The principles is important in Gamification in Libraries. Kasi we as an educational institutions, unlike businesses, we should always aim to educate. So hindi lang tayo basta basta magagamify. Dapat natin itong pagaralan ng mabuti bago magimplemnt ng kahit na anong gamified system.
  26. Lastly about games, mention ko lang yung ilang facts about it.
  27. First is about engagement with games. Read. Nauso ang DOTA memes recenty. DOTA o ako. Ang daming napabayang GF dahil sa DOTA, ang daming napuyat, na drop out. And imagine, 20 hours a week ang average gameplay. Almost kalahati na yan ng regular work hours ng reuglar na employee.
  28. Read, Worldwide, napakasimpleng laro pero ang daming nahumaling.
  29. Read. And During the Financial Crisis, hindi nahatak ang game indutry pababa. Napaka-stable na industry ng games. At sa ngayon, gamification is making a new market. Madaming mga firms ngayon na nagooffer ng gamification services. So, anong ibig sabihin ng mga ito?
  30. Weather money, time and effort. People are will to spend it sa paglalaro.
  31. Now, punta tayo sa mga types ng games. Madaming types yan pero I have summarized them into 3.
  32. This are the games that requires movements. Like Habulan, Piko, Baseball, Basketball mga ganyang type. Next is
  33. So these are the games that can be played on a table like board games, card games, etc. Lastly is the
  34. Video and Online games, in gamification, pinaka influential and video games kasi maraming components nito ang very visible sa implemntation ng gamification.
  35. In implementing gamification, we need to know of course the game elements dahil ito yun major component ng gamified system. And as I said, it is a “System” so hindi pwedeng ok I use this element nag gamify na ako. Hindi po ganon. It is a combination of these elements para makabuo ng isang succesful gamified system.
  36. Let’s start with this one. Screenshot po ito ng Clash of Clans. Sino po naglalaro ng clash of clans? So dito, sa screen shot na ito, madami na tayo makikita elements ng games. TO give you a summary of these elements,
  37. Let me use the Pyramid of Gamification Elements by Prof. Kevin Webach. Dito he divided the elements in 3 categories. Dynamics Mechanics And Components
  38. Yung Dynamics is on the top of the pyramid. Read. Eto yung kabuuan ng laro. Yung storya. Yung pinaka goal ng game. So in a gamified system, you need to have a good storyline as the basis. I halimbawa natin sa library. Magiimplement tayo ng gamification. Hindi naman pwede o etong service na ito igamify na. baka naman wala pang isang minuto tapos na walang thrill walang concept walang fun. Kailangan pag isipan. Kailangan my kwento at patutunguhan.
  39. These supports the Dynamics.
  40. The basic and more visual components. Eto yung component ng games na mas madaling mapansin. So, indicators din ito ng you are in a gamified system. These are just some of the components and you are not limited to this. Madami pa kayong pwedeng makita at magamit.
  41. Among those components. These three are the most used. And always remember that you are not limited to these.
  42. In a psychological point of view. Games have an intrinsic and extrinsic motivating factors Kaya ito nagiging sucessful or addictive to others. In gamification, pinaka maganda to gamify na may intrinsic motivation ang system lalo na sa libraries. Bilang non-profit tayo wala tayong means to continuously motivate users extrinsically.
  43. Mejo malalim ang pinaghuhugutan ng Intrinsic Motivation. According to the self-determination theory, these are are the factors they may affect motivation. Competence – sense of ability Autonomy – control Relatedness – doing it because….
  44. Another type of motivation is the extrinsic motivation. It could be long term or short term. In libraries, lets say gusto mo lang imarket ang isang service, you can use rewards to engage the students. Pero pag wala na yung reward, malaki yun possibility na hindi na nila ito gagamitin.
  45. Yung pagkahook natin sa games can be explained biologically. Our brain have a chemical substance called dopamine It is being released in some kind of activities When we receive a reward or surprise = dopamine release pleasure (which makes people go back or do the action again)
  46. Some issues in giving rewards…. Dredit card platinum
  47. Gamification has been successful in business models, and there’s no reason why we should not do it in libraries. Specifically, we can use gamification in. . . . next
  48. This is one of the challenges para sa ating mga librarians. We as Game designer. Kailangan natin pag-aralan mabuti ang mga elements. At tandaan natin mabuti na a game can modify behavior. So we should be careful in gamifying dahil baka instead na mamodify natin ang behavior towards our advantage, baka mas lumayo pa ang mga clients sa atin. Remember, academically, wala tayong training in Game Designing pero shempre sa pag-aaral, makukuha natin ito. Tulad na lang ng database management at iba pang IT courses. Dati naman wala tayo nito sa curriculum. Pero may mga libraian s pa din ng nagexcel sa DBMsytems.
  49. - And always remember only US librarys can well design a library game experience. Wala ng iba pa. Gamification is by using the game elements, virtually or physically and with enough creativity, you can even implement gamification with a pen and paper. Programming skills may be required but that it not what gamification is all about. In case it is really needed, you can always study, partner with other depts or comsci students, or trybuy
  50. The following are library services that I found to be easy candidate for implementing gamification Pero you are not limited to these examples. You can go around and observe in your library and identify what else can be gamified. But additional reminder, wag tayo mag gamify ng sobra sobra na lahat na sige nagamify. Baka mamaya maumay ng ang mga clients.