andrej garaj, andrea hrčková: application of gamification in library environment #bcs2015

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APPLICATION OF GAMIFICATION IN

LIBRARY ENVIRONMENT- Andrej Garaj -

ARE YOU PLAYING GAMES?

WHY ARE WE PLAYING?

Jane McGonigaljanemcgonigal.com

GAMES EVERYWHERE!

GAMIFICATION

The application of typical elements of game playing to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service. (Oxford 2015)

BAD WAY FOR GAMIFICATION...

GAMIFICATION IN LIBRARY

- Social interaction

- Shelf withvisualization of readed books

- App interface design

- Strong badge systemwith great motivation

BOOK GAME

BOOGA!

ABOUT BOOGA

OUR TEAM

DESIGNER

Book Clash

Multiplayer or single quiz

Book World

Visualization of personal or global

statistic

Full shelf

Compulsory readingapplication

ELEMENTS OF GAMIFICATION

DMC FRAMEWORKDynamics:

CONSTRAINTS

EMOTIONS

PROGRESSION

RELATIONSHIPS

Mechanics:

CHALLENGES

CHANCE

COMPETITION

COOPERATION

FEEDBACK

REWARDS

TURNS

Components:

ACHIEVEMENTS

AVATARS

BADGES

COLLECTIONS

COMBAT

LEADER BOARDS

LEVELS

POINTS

QUESTS(Werbach and Hunter)

DMC FRAMEWORKDynamics:

CONSTRAINTS

EMOTIONS

PROGRESSION

RELATIONSHIPS

Mechanics:

CHALLENGES

CHANCE

COMPETITION

COOPERATION

FEEDBACK

REWARDS

TURNS

Components:

ACHIEVEMENTS

AVATARS

BADGES

COLLECTIONS

COMBAT

LEADER BOARDS

LEVELS

POINTS

QUESTS(Werbach and Hunter)

DMC FRAMEWORKDynamics:

CONSTRAINTS

EMOTIONS

PROGRESSION

RELATIONSHIPS

Mechanics:

CHALLENGES

CHANCE

COMPETITION

COOPERATION

FEEDBACK

REWARDS

TURNS

Components:

ACHIEVEMENTS

AVATARS

BADGES

COLLECTIONS

COMBAT

LEADER BOARDS

LEVELS

POINTS

QUESTS(Werbach and Hunter)

DMC FRAMEWORKDynamics:

CONSTRAINTS

EMOTIONS

PROGRESSION

RELATIONSHIPS

Mechanics:

CHALLENGES

CHANCE

COMPETITION

COOPERATION

FEEDBACK

REWARDS

TURNS

Components:

ACHIEVEMENTS

AVATARS

BADGES

COLLECTIONS

COMBAT

LEADER BOARDS

LEVELS

POINTS

QUESTS(Werbach and Hunter)

GAMIFICATION DESIGN

6 STEPS OF GAMIFICATION

DESIGN

business objectives

target behavior

players

activation circles

fun

tools

(Werbach and Hunter)

6 STEPS OF GAMIFICATION

DESIGN

business objectives

target behavior

players

activation circles

fun

tools

(Werbach and Hunter)

6 STEPS OF GAMIFICATION

DESIGN

business objectives

target behavior

players

activation circles

fun

tools

(Werbach and Hunter)

OUR FOCUS

ALMOST

EVERYONE

Others22%

Students43%

Adults35%

6 STEPS OF GAMIFICATION

DESIGN

business objectives

target behavior

players

activation circles

fun

tools

(Werbach and Hunter)

6 STEPS OF GAMIFICATION

DESIGN

business objectives

target behavior

players

activation circles

fun

tools

(Werbach and Hunter)

6 STEPS OF GAMIFICATION

DESIGN

business objectives

target behavior

players

activation circles

fun

tools

(Werbach and Hunter)

CONSIDERATION

- WCAG 2.0 accessibility guidelines

- Teaching library clerks how to use application

- Use of feedback and data

- Audience Development

VISION

READ & PLAY

OUR CONTACT

GARAJ.ANDREJ@YAHOO.SK

QUESTIONS?

Sources of information

• WERBACH, Kevin a Dan HUNTER, 2012. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press. ISBN 978-1-61363-023-5.

• ZICHERMANN, Gabe, Christopher CUNNINGHAM, 2011. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. 1 edition. Sebastopol, Calif: O’Reilly Media. ISBN 9781449397678.

• SCOUT, 2014. Come explore with Pierce County Library [online]. [cit. 22. August 2014]. Available at: https://scout.pcls.us/

• LIBRARYGAME, 2013. Gamification for public and academic libraries. Librarygame [online] [cit. 22. august 2014]. Available at: http://librarygame.co.uk

• OXFORD, 2014. Oxford Dictionaries [online]. Term Gamification [cit. 12. january, 2015]. Availableat:http://www.oxforddictionaries.com/definition/english/gamification

• POUCHLÝ, Petr. Nechte zákazníky si hrát. Klíčem úspěchu je dnes gamifikace [online] [cit. 12. january, 2015]. Available at:http://www.tyinternety.cz/prirucka-marketera/nechte-zakazniky-si-hrat-klicem-uspechu-je-dnes-gamifikace/

• HØGENHAUG, Peter Steen. Gamification And UX: Where Users Win Or Lose [online] [cit. 12. january, 2015]. Available at: http://www.smashingmagazine.com/2012/04/26/gamification-ux-users-win-lose/

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