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Contacts :
Bibliothèque Marie Curie
contact-rd@insa-lyon.fr
Marie-Paule Voïta
Guillemette Trognot
Game design
mangatome@gmail.com
Tanguy Pouzol
Brice Clocher
https://fr-fr.facebook.com/
bibliothequeMarieCurie.
INSAdeLyon
More informations
First observations
How to put students at the heart of the library?
• Austere image of libraries in general
	 	 > Modernising the library’s image
• Lack of services and resources
	 	  Communicate about offered services
• Communication ill-suited to public
	 	  Create interactive communication
with students
A game but which one?
Initial idea: challenge students where they are:
on social networks and student associations.
Through student associations (La Mouette), meeting with
two former students of INSA .
Design of an alternate reality game (ARG):
• Fun: Association of the game enjoyment with the
organizer: the library.
• Interaction and collaboration: Interactive narrative
combining fiction and reality. Creating a collaborative
community of players.
• Innovation: A gamification project never-before-seen in a
French University Library.
The game
Three phases (February 2013 - April 2013) bringing the
players at the library - theater of the game:
• Creation of an uncertainty context on the campus
through meaningful likely but fabricated events: recruiting
campaign of a real fake international business, document
theft, graffiti, etc.
• Making the game visible by offering a series of puzzles
featuring the library services: documentary information,
catalogs, microfiche reader, library areas use, etc.
• At a final evening, students’ experience of the library as
the heart of the game. Reappropriation of library space
through team-based collaborative play.
Feedback
• The game generates buzz even if it does not touch as
many players as desired.
• We are not sure whether the game improved the
knowledge of the library services and resources.
• The library image has evolved: unexpected projects are
possible with it.
• The library is well received by its public.
• Despite various actions of librarians, students lack critical
thinking with respect to the information.
THE GAME
A SOLUTION TO RENEW
THE IMAGE OF LIBRARIES?
Conception:INSALyon-juin2014-©C.Morel-bibliothèqueMarieCurieetlesconcepteurs

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Poster anglais du jeu à réalité alternée (ARG) : des joueurs à la Bibliothèque !

  • 1. Contacts : Bibliothèque Marie Curie contact-rd@insa-lyon.fr Marie-Paule Voïta Guillemette Trognot Game design mangatome@gmail.com Tanguy Pouzol Brice Clocher https://fr-fr.facebook.com/ bibliothequeMarieCurie. INSAdeLyon More informations First observations How to put students at the heart of the library? • Austere image of libraries in general > Modernising the library’s image • Lack of services and resources Communicate about offered services • Communication ill-suited to public Create interactive communication with students A game but which one? Initial idea: challenge students where they are: on social networks and student associations. Through student associations (La Mouette), meeting with two former students of INSA . Design of an alternate reality game (ARG): • Fun: Association of the game enjoyment with the organizer: the library. • Interaction and collaboration: Interactive narrative combining fiction and reality. Creating a collaborative community of players. • Innovation: A gamification project never-before-seen in a French University Library. The game Three phases (February 2013 - April 2013) bringing the players at the library - theater of the game: • Creation of an uncertainty context on the campus through meaningful likely but fabricated events: recruiting campaign of a real fake international business, document theft, graffiti, etc. • Making the game visible by offering a series of puzzles featuring the library services: documentary information, catalogs, microfiche reader, library areas use, etc. • At a final evening, students’ experience of the library as the heart of the game. Reappropriation of library space through team-based collaborative play. Feedback • The game generates buzz even if it does not touch as many players as desired. • We are not sure whether the game improved the knowledge of the library services and resources. • The library image has evolved: unexpected projects are possible with it. • The library is well received by its public. • Despite various actions of librarians, students lack critical thinking with respect to the information. THE GAME A SOLUTION TO RENEW THE IMAGE OF LIBRARIES? Conception:INSALyon-juin2014-©C.Morel-bibliothèqueMarieCurieetlesconcepteurs