This week we were asked to explore the role of gaming within
libraries or information organisations and whether there was a place for it.
Obviously there already is, as Katya Henry (2012) points out various libraries
using gamification in her YouTube presentation including State Library of
Queensland, British Library, Ann Arbor District Library and New York Public
Library. When I watcher YouTube presentation, what she described as
gamification made me think immediately of the reading programs that libraries
do over the summer/Christmas break. I wasn’t too sure whether it counted as
gamification, but Harris in his article points out that ‘libraries have already
been using gamification in their summer reading programs’ (2012, p.9).
In a practical side of gamification, Bohyun Kim (2012)
suggests five thoughts on how libraries could use gamification to their
advantage:
- Provide level-up experience for library users
- Award some status and powers associated with library use that can be admired
- Show the progress bar in library catalogue
- Colour-code the status of check out items
- Library currency to accumulate and spend
Also, Kim advises libraries thinking of implementing
gamification to avoid these three pitfalls: poor design, over-gamify and a game
that is organisation centred rather than user centred. Likewise, both Harris
& Kirk believe that the ‘real value of games are the episodes of authentic
play that unite groups and build communities’ as opposed to the actual game (2012,
p.9).
So I gather from those sentiments that libraries have to
make gamification less about the library and more about the user and community.
In Henry’s presentation, the majority of the libraries presented gamification
as a way to encourage children or teens to take advantage of their time within
the organisation (although the British Library’s option of being a historical
character sounds pretty cool, especially if you could dress up).
By making the time
spent within libraries more enjoyable for children, there’s an option for a new
wave of people who as they grow up remember the fond times spent in their local
library, and will most likely be active supporters of the libraries and
encourage their children to go. I guess it’s our duty as librarians or
information professionals to continue to create these enjoyable experiences and
if gamification is used wisely, there’s no reason why it can’t help us do so.
Reference List
Harris, C. & Kirk, T. (2011). It’s all fun and games in
the library. Knowledge Quest. 40 (1). Pp.8-9. Retrieved from http://aasl.metapress.com/content/k146r1351475723m/
Henry, K. (2012, September 26). INN333 Gamification [video
file]. Retrieved from http://www.youtube.com/watch?v=3A8RU_IWsxI
Kim, B. (2012). Harnessing the power of game dynamics 1:
why, how to, and how not to gamify the library experience. College &
Research Libraries News. 73 (8). Pp. 465-469. Retrieved from http://crlnews.highwire.org/content/73/8/465.full
Hey Susan, I really like your insights into gamification, i agree with your point that it comes down to the user experience and if these elements are going to help children engage then it's a good thing.
ReplyDeleteNice post, Susan. You're definitely onto something with the gamification being more about the user and community than the library itself. If you want to connect with the brattish denizens of the Me Generation, you've got to give them an outlet for their rampant vanity. Grant the little tykes some attainable form of 'status' and you'll have 'em hooked rod, line and sinker
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