gamifying library services: issues and challenges

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1st Marina G. Dayrit Lecture Series 2015 Philippine Association of Academic/Research Libraries Inc. Gamifying Library Services: Issues and Challenges

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Page 1: Gamifying Library Services: Issues and Challenges

1st Marina G. Dayrit Lecture Series 2015

Philippine Association of Academic/Research Libraries Inc.

Gamifying Library Services: Issues and Challenges

Page 2: Gamifying Library Services: Issues and Challenges

Screenshot from the game Lightning Librarian

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-2003 the term Gamification was coined

- First recorded Gamification- 1890’s

S&H GreenStamps (Reward’s Program)

“game-like”

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“it is the process of applying game mechanics and game thinking to

the real world…”

“use of game elements and game design in non-game contexts”

To make actual experience more fun/enjoyable

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Within Range

Teach your students how books are arranged in Libraries with Library of Congress classification system.

https://libwebspace.library.cmu.edu/libraries-and-collections/Libraries/etc/game1/game1.swf

Developed by Carnegie Melon University Libraries

Develop Library Games

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Adding Games to the Collection

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In Gamification . . .

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We study game components and mechanics

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And apply them to the real world experience

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Ex. FourSquare

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Ex. Credit Cards

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-Free luggage, free movie ticket, free food etc.- Free annual fees (accumulated points)

- starting credit limit- higher interest rates

- Free luggage, free pop corn, free ball pen, free bagApplication

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-More perks- bigger credit limit

Php 150,000,000,000 Total Credit Card Debts in the Philippines

“BADGE”

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Uses of Gamification

EXTERNAL

INTERNAL

BEHAVIOR CHANGE

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LemonTree (University of Huddersfield)

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Analytics: Points & Leaderboards

Statistics of Reference Queries, Who Answered, and the Quality of Answers

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LemonTree (University of Huddersfield)

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Games

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Any contest undertaken for recreation or prizes, played

according to rules and depending on strength, skill or luck to win; amusement;

diversion; play.

"Game." Def. 1. The New International Websters Comprehensive Dictionary of the English Language. Deluxe Encyclopedic ed. 2010. Print.

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Games and Literacy

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A good game can teach

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And can also alter behavior

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Principles of Game-based Learning

• Engagement

• Co-Design and Identity

• Well-ordered problems

• Information on demand

• Just in Time

• Situated Meaning

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Game

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World of WarCraft

8 Million worldwide subscribers

20 hours a week average gameplay

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TETRIS33 Million copies sold

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Multi-Billion dollar industryConsistent Economic Growth

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People are

willing to invest

in games

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T.y.p.e.s..o.f..G.a.m.e.s

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Physical

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Table Top

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Video

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What do these games have in

common?

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Game Elementsfor

Gamification

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Points

Avatar

Badges

Combat

Feedback

Virtual Goods

Graphics

Sounds

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Gamification Elements by Prof. Kevin Werbach

Dynamics

Mechanics

Components

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Dynamics

Constraints

Emotions

Narrative

Progression

Relationships

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Mechanics

ChallengesChanceCompetitionCooperationFeedbackResource AcquistionRewardsTransactionsTurnsWin States

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Components

Achievements

Badges

Points

Leaderboards

Boss Fights

Collections

Combat

LevelsQuestsSocial GraphTeamsVirtual GoodsAvatars

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Points, Badges and LeaderBoards

THE PBL

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Points

• Data

• Score

• Winning

• Rewards

• Feedback

• Progress

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Badges

Representations

and

Credentials

“Status Symbol”

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Leaderboards

Ranking

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Points, Badges and Leaderboards

THE PBL

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How Do Gamification works?

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Intrinsic and Extrinsic Motivation

Intrinsic (Long-Term and more meaningful)

you do it because u want it. ‘coz u find doing the thing fun/enjoy

“I’m doing it because I want to do it”

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Intrinsic Motivation

Self-Determination Thoery

• Competence

• Autonomy

• Relatedness

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Extrinsic Motivation

(Long/Short Term)

- doing the thing because of the reward

- Status, Access, Power, Stuff

Rewards can be tangible and intangible

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Reinforcement through rewards

• Points, Badges and Leaderboards

• Action = PBL = Rewarding

• addictive quality

• Rewards are significant

but it’s not the only element

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The Dopamine System

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- Potential abuse/manipulation

- when user feel they are pushed to do something they do not want to do

- when you give rewards you should keep on doing it

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Gamifying Library Services

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• Promotes engagement in the library

• Market library services

• Teach how to use library services

more effectively

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Librarians as Game Designer

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• Designing an experience

StudyPartner with other DepartmentsTry/Buy Gamification Services

• Game elements

• Programming Skills

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Library Orientation

Contestants will look for clues throughout the library, find useful items, and solve mysteries to help them win the game, all the while avoiding hordes of undead attackers.

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Find the Future: The Game (NYPL)

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Information Literacy Instruction

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Quest

Real World Layer

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Avatar

Level/Progress

Virtual Goods

Points

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Resource UsageSocial Avatar

Feedback

Points

Badges

Progress

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Library Website

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captainup.com

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Transaction Statistics

Google Forms

MOST ACTIVE LIBRARIANS (Feb 2015)

Laurence 2549 answered queries

Vince 1900 answered queries

Ana 1700 answered queries

Chris 1578 answered queries

Jose 365 answered queries

Rose 215 answered queries

Janny 81 answered queries

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Claim your Library in Foursquare

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Implementing a Gamification System

• 1. Set your Goals

• 2. Identify target behaviors

• 3. Know the players

• 4. Use appropriate game elements

• 5. FUN

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