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Poster on Gamification
1.
RESEARCH POSTER PRESENTATION
DESIGN © 2012 www.PosterPresentations.com Gaming is on the rise. Research indicates that more than half a billion people worldwide play at least one hour of online games each day. Within the United States, it is estimated that there are 183 million daily gamers with at least five million of these individuals committing more than forty hours per week to game play (Kim, 2015). Under this backdrop of game proliferation, the potential of “gamification” has taken root. According to Zichermann (2011), gamification is the process of applying “game-thinking and game mechanics to engage users and solve problems.” Essentially, gamification involves adding a “game layer on top of the real world” (Kim, 2015). Gamification and its application within academia and librarianship has been a particularly popular topic as of late. This emerging technology has been discussed by numerous scholarly articles, American Library Association conference panels, and is even the focus of its own Library Information & Technology Association interest group (Felker, 2014). This poster will provide an overview of what exactly constitutes gamification, its current use in libraries, potential further applications of the technology, and the challenges faced in its implementation. Introduc)on What is gamifica)on Lemontree The University of Huddersfield partnered with an external design company to create a gamified library platform called Lemontree. The primary purpose of the gamification effort was to increase engagement with the library by providing a game layer interwoven with traditional library activities, such as checking out materials and using e-resources. Developers wanted to focus on a playful, light-hearted aesthetic, short term and long term narration timelines, and social aspects of sharing and competitiveness. Students could earn points and badges for “borrowing and returning items, leaving reviews, entering the library, and using online resources” (Walsh, 2014, p. 44). According to the LibraryGame website, patrons can sign up for Lemontree by: 1) downloading the app and linking their library card; 2) use the library as normally would; 3) accumulate points for activities via the app that can be shared on multiple platforms (RITH Limited). Ultimately, the Lemontree program proved to be a success. It boasted over 1,000 registered users after the first year of operation and reported the majority of students felt that Lemontree had in fact changed their library behavior (Walsh, 2014, p.47). The findings suggested that students could benefit from a gamification system placed within an academic library setting. Walsh cautioned that such a gamification program was not a panacea for student engagement and recommended that it merely be “part of a suite of tools” used to engage students with the library. Feedback further suggested that students desired greater social elements within the Lemontree platform (Walsh, 2014, p.48). Mobile Scavenger Hunts The North Carolina State University Library used gamification by altering the traditional one-shot information literacy session into a mobile scavenger hunt. Students were broken into teams of four and given 15 library related questions to answer using an iPod touch. The questions required students to explore the library, use resources, and interact with staff. Questions were answered in real time and points were awarded for correct answers. Over the course of the gamification project, more than 1,600 students participated in the scavenger hunt, and 91% of participants stated it was “fun and enjoyable” while 93% indicated they “learned something new about the library” (Kim, 2015, p. 24). The New York Public Library also developed a mobile scavenger hunt called Find the Future. This library gamification effort centered around a “one-time, in-person, overnight game played by 500 people” at the library by searching out “100 ‘artifacts’—actual historical items that were part of the library’s collection—which helped players to experience the library in a novel and entertaining way” (Spina, 2013, p. 8). Jane McGonigal, a game design expert, assisted in the creation of Find the Future. McGonigal said of the rationale behind this use of gamification: “The game is designed to empower young people to find their own futures by bringing them face-to-face with the writings and objects of people who made an extraordinary difference” (New York Public Library). Use in Libraries First, designers must plan a clear goal. A librarian should not embark upon a gamification concept simply because it is a shiny and new pedagogical technology. It is imperative that a gamification design attempt to “match specific learning goals with types of games or gaming elements” to ensure success (Kim, 2015, p.31). Moreover, before jumping into a gamification project, a librarian must ask the question “How will gamification help me achieve this goal?” (Spina, 2013, p. 9). Gamification does not work in all situations. It is important to decide if a given activity will be enhanced by gamification. Additionally, a librarian must consider the intended target group for gamification. A decision must be made as to whether to cater to only a fraction of users or all library users. Without knowing the particular needs of a target user group, it is impossible to create a meaningful gamification experience, which may otherwise have a detrimental effect (Kim, 2015; Spina, 2013). Finally, a gamification project must consider the ability to receive feedback and evaluate the project. Without such, it becomes increasingly difficult to create meaningful improvements to the project (Kim, 2015; Spina, 2013). Best Prac)ces Conclusion Gamification represents an exciting new technological trend within librarianship. With the ubiquity of smart phones, mobile data, and social media intersecting with the creativity of information professionals—gamification can produce some novel experiences for library users. Gamification has already been used to enhance library tours, information literacy instruction, and interaction with traditional materials. However, as the literature cautions, it is important not to consider gamification a panacea for all library woes nor as applicable in all situations. It is necessary to thoroughly plan and consider any potential attempt at gamification. Most of all, gamification must be fun or be doomed to failure. But as Felker alluded to, if there have been successful games “built around everything from waiting tables to harvesting crops to air traffic control”—why not libraries, too? (2014, p. 21). References Felker, K. (2014). Gamification in libraries. Reference & User Services Quarterly, 54(2), 19-23. Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer. Kim, B. (2012). Harnessing the power of game dynamics: Why, how to, and how not to gamify the library experience. C&RL News, 73(8), 465-469. Kim, B. (2015). Understanding gamification. Library Technology Reports, 51(2), 5-35. New York Public Library. (2011). Six Questions for Jane McGonigal. Retrieved from http://exhibitions.nypl.org/100/digital_fun/ jane_mcgonigal Running In The Halls Limited. (2013). How does Librarygame work?. Retrieved from http://librarygame.co.uk/how.html Spina, C. (2013). Gamification: Is it right for your library?. AALL Spectrum, 17(6), 7-25. Walsh, A. (2014). The potential for using gamification in academic libraries in order to increase student engagement and achievement. Nordic Journal of Information Literacy in Higher Education, 6(1), 39-51. Zichermann, G. & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol, CA: O’Rielly Media. Contact jrwallace@valdosta.edu @jrwlib jrwlib.blogger.com Gamification can be a difficult thing to define. Throughout the literature, there appeared to be multiple working definitions of the term. The most oft cited definition is the Zichermann construct discussed above—that gamification is the application of “game- thinking and game mechanics to engage users and solve problems.” Moreover, Kapp (2012) described gamification as “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.” Kapp emphasized that gamification delivers content “for a purpose other than pure entertainment.” Both of these definitions center on the imposition of game-thinking and mechanics to real world situations to engage people and address problems. Game mechanics often involve the layering of “points, badges and/ or leaderboards” on to an activity (Spina, 2013, p.7). These mechanics can elicit powerful emotions in users such as a sense of engagement, thrill of instant feedback, sense of accomplishment, and the gratifying completion of a difficult challenge. Described another way, gamification can be understood under the MDA framework which stands for: 1) mechanics; 2) dynamics; 3) and aesthetics. Whereas these terms represent: 1) rules; 2) system; and 3) fun respectively (Kim, 2015). John R. Wallace Valdosta State University Gamifica:on as an Emerging Technology in Libraries