Gamification, the application of game design and mechanics for user engagement, is a society-wide trend, and game-based learning has recently surfaced as a hot topic in higher education. This program will provide (a) an overview of what gamification means in the library context, (b) what the potential benefits and pitfalls of gamification are and (c) a lively discussion by a group of librarians with many examples of pioneering gamifacation projects at academic and public libraries.
Reflection:
This session had nine presenters that each offered reflections on their own experiences applying game principles to different library settings – from public libraries to academic. Here are my reflections and notes (in no particular order)
Benefits
Game principles and habits and technologies are already in place all around us. So it’s not so much creating or recreating something as many already existing knowledge and patterns useful in a library context. A quick and incomplete list: foursquare, wikipedia, code academy, good reads, actual board games, and hundreds other places already use game principles.
One member of the panel expressed gamification as a voluntary, meaningful task that provides the user with some reward. He also talked about adding a “twist” – an arbitrary element that added difficulty to an event. Most of the presentations focused on digital games and/or online communities and in fact I would have appreciated hearing about an example of game principles being applied to an analog setting.
The potential benefits for the users are an improved library experience. One of my many cryptic and hastily written notes was “embarrassment and shame are barriers to flourishing.” I wish I had provided myself with more context, but I can surmise that one of the presenters was talking about how more traditional interactions – like coming to the reference desk – are difficult experiences for patrons and that often game principles would allow alternative paths to human flourishing. And that’s what library’s are about, right?

I think about the foursquare model – one of my favorite online and gamified social communities. If foursquare were run by libraries, you’d likely:
- have to attend a few sessions about how to use the service,
- have so-called experts tell you about interesting places in the area
- be forced to head to the reference desk to ask for a new place to visit and/or confess that you got lost along the way.
This, of course, is nothing like what foursquare is. It’s open and intuitive, you are free to search about your area and learn from fellow users (not just from experts), and there is no shame or embarrassment
The dichotomy I’m creating is, of course, totally false. I’m glad that experts and authoritative sources exist (maps, atlases, city guides, trip planners, etc.) but that’s not really the point. The question I will take from this presentation is what can libraries learn from game principles that will improve library services? How can libraries provide meaningful narrative and structure incentives to encourage human flourishing?
Questions/Drawbacks
The panel and at least one audience member also addressed some pitfalls of gamification. Some were methodological and, though basic, are worth repeating. Make sure your game is fun and enjoyable! Translation: don’t build a bad game. Secondly, make sure that it is suitable to your intended purpose.
Another question – perhaps on a different scale – is whether or not gamification might detract from the basic reward/enjoyment of an action. For example, if you like to read for fun, would receiving a prize make you more or less likely to read in the future?
I guess my response to these concerns would come in several forms. First, I believe that all the games mentioned are voluntary – users have to “opt in” to play the game and I think that is important. Secondly, I believe that most of these games had a targeted audience – a particular group or demographic in mind. Again, the point is not to reward and/or trivialize everyone’s library experience, but is targeted to a particular group and a particular action.
Lastly, I believe my cryptic note provides an answer. Focus on human flourishing and emotional elements like shame/embarrassment and joy/friendship.
Application
As always, I was thinking about ways I could apply these principles to my own context. At the end of the session, I jotted down a few notes that I thought I could build on.
- First, I think the Brandel Library’s “Late Night” library orientation session is an example of game theory in library instruction – though on a small scale. There is a theme that tries to unite tasks into a meaningful activity.
- The Brandel All-Star. Have a recurring spot on the Brandel facebook page for self-nominated Brandel All-Stars – envisioned as a way to reward and recognize those students with a particular love for the library.
- Brandel Buttons. I’ve been thinking about this for a long time. Create buttons so that after a user completes a task, they can request and get a button for doing so.
- Checking out a book.
- Early morning studying.
- Late night studying.
- Interlibrary loan.
- Asking a reference question.
- Following or liking the library on social media (twitter, facebook, etc.)
Actually, upon further reflection, I don’t know if either one of my ideas reaches the point where it could properly be called a “game” because they seem to lack meaningful narrative. It’s really more of a way to incentive and/or reward positive behavior.
Resources
The presenters have put together a really solid guide to gamification in library contexts complete with their slides, links to other resources, and a full bibliography of other resources. Here is the link: http://guides.library.harvard.edu/gamification