game is on!! gamification: a heuristic approach for new...
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1 Copyright © 2013 Tata Consultancy Services
Limited
Game is on!!
Gamification: A Heuristic Approach For New Age Patrons For
Increased Use Of Library Services And Resources
Authors:
Raghavendra Patil & Hemanthachar B Tata Consultancy Services Limited, Bangalore
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Introduction
Games:
A fun element with competition, played with rules elevates one’s
morale and social status and self esteem, makes one to achieve the
accomplishment.
Imagine if Library users are engaged with Games like crossword,
Quizes and Treasure Hunt in Library Building, review writing Users
will be relaxed from there regular routine and there will be a gradual
increase in Library usage.
Gamification:
Gamification is an approach to increase the library users, is
application of game and game-design principles in non-game
contexts. Many of them assumed that Gamification to be
implemented through Programme Based Learning, But Gamification
can be implemented by deploying simple game mechanics in routine
task. [1]
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Why Gamification?
o Awareness about Library resources and
Services.
o Gradual increase in Library visitors and
Number books borrowed/ resources accessible.
o Better access to Library resources through
challenges
o Better learning experience for users
o Recognition for users from Library through
Badges, Leaderboard.
o Better brand management.
o Better ROI
o Good recall and Retention of users & Chain of
usage patterns
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Steps for Gamification
Goals
Players
System
Action
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Early adopters of Gamification in Organizations /
Libraries
Some of the Libraries have adopted Gamification approach to increase the usage of Library resources.
Guldborgsund Public Library:
Guldborgsund Public Library had started a project "Hidden Treasures", Guldborgsund Public Library had
invited local citizens and visitors of the city to take part in this project. Through their smart phones treasure
hunters have to search the place of the city and it was an different experience for them know much more
stories about their own place, participants will be rewarded through badges when they finish the challenge.[2]
An Example for basic technological adoption.
Quest of the Celestial Dragon:
Quest is a narrative story written behind the collectible cards, Childrens are encouraged to borrow more
books, for each book they will be rewarded with when they collect all the 60 cards, then they can read the
whole story. This became huge success, children encouraged each other to collect cards.[2]
An Example for simple gamification system
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Reward System
Reward stimulates & motivates human beings to learn more or
to know more or to be more participative:
Intrinsic Rewards: Enjoying the activity or a game without
the need of rewards. [3]
Extrinsic Rewards: Credits & miles, Badges, Lead points,
Karma Points, Early birds, Star Collaborators, Toppers, Gift
vouchers, other monitory methods.
Gamification combines both extrinsic reward & serves as a
triggering element of intrinsic motivation.
Gamification
Intrinsic Motivation
Extrinsic Motivation
Extrinsic Motivation
• Points
• Level
• Badges
• Quests
• Leader-boards
• Prizes
• Money
• Gold stars
• Progress bars
• Smileys
Intrinsic Motivation
• Belonging
• Autonomy
• Power
• Mastery
• Meaning
• Learning
• Self-Knowledge
• Love
• Fun
• Satisfaction
Friend Lead Patron Champion Grand Master
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Proposed Hybrid Gamification Method for Libraries
Types of Approaches:
Simple Approach
Technology Based Approach
Simple Approach:
BYB- Bring your buddies
Treasure hunts/Scavanger hunts
Top Reads/Top Readers
Crossword
Mindworks/Quizes
Blogs/Posts
Rewards are tabulated manually and rewards will be given based on final ranking/points.
Technology Based Approach: Use of Mobile apps and web based tools: is more of real time scenario where
in reward points will motivate the users to keep a track of their points & triggers others to be the part of the
whole game scenario.
Can also integrate with LMS, based on feasibility and keep a track of usage pattern and sentimental analysis.
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User Engagement
USER
Social/KM platform
Library Visit
Lending
Help desk
Outreach
Book Review
Gamification
Gamification
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Steps Involved in Awarding Reward Points
Gamification Tool :
Input Sheet:
1. Integrating Circulation report (Issue/Renewal/Return), Number of queries raised and Number of Events
attended in one excel sheet
2. Data Type Selected are User ID, User Name and Type of activity.
3. For each Transaction / Queries raised / Events user will get One reward point.
4. Reward points will be calculated on the number of times user participated in Library services
5. Removed Duplicates from User ID and Reward Points column
6. Rank will be awarded as per reward points scored
7. Rank column should sort in Ascending order
Output Sheet:
1. In Output sheet Leader Board and Chart has been displayed
2. Here we considered Top 5 users as per there rank
3. For each rank a Badge has been awarded for their performance in the week.
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Dash Board of Gamification Tool
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Conclusion
Gamification is one of the effective ways to motivate users and not
necessarily only method.
An Integrated platform for the Effective gamification of the Library
activities and services will yield better result orientation.
One can start the gamification with simple approach rather than focusing
on Technology platforms.
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References
1 Narayanan, Akila. (2014). Gamification for Employee Engagement. Retrieved from
http://techbus.safaribooksonline.com/book/management/9781783001347
2 Holmquist, Jan. (2016). GAMIFICATION AND LIBRARIES: TOOLS AND EXAMPLES. Retrived from
https://janholmquist.net/2016/01/20/gamification-and-libraries-tools-and-examples/
3. Popova, Maria (2013) Autonomy, Mastery, Purpose: The Science of What Motivates Us, Animated
Retrived from https://www.brainpickings.org
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Thank You
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