Gamification in Libraries: What works, Part 2: Aspects of Gamification that let it work

In my last post, I covered three examples of gamifying libraries that worked - that is, they carried out their purpose well without compromising the libraries' reputation or duty to society. In this post, I'm going to look at a couple of the common threads that I saw throughout those examples and other journal articles on the subject, in an effort to answer the question of 'what works in gamification of libraries'. In the interest of this, some of the wider reading I undertook on the subject borrowed a bit from the field of education and game design itself. As education is both an industry that libraries support and a central tenet of libraries themselves, I thought this to be appropriate. In the interest of what makes a good game, I thought that looking at what game designers had to say on the subject might be good too. I'll finish up with a few comments of my own.

So - What works to successfully gamify a library?

Immersion

The first thing that really stuck out to me about everything I saw and read was that immersion is really key in creating a successful gamification experience. The people we (being, librarians, teachers and whoever else is looking to gamify something) are marketing to are not naive or silly - they are savvy and literate, and they will be able to tell when an experience is 'tacked on' to an already existing concept or entity. This will more than likely not draw them in and might even repel them, as they take issue with being treated like a commodity. The game has to be authentic. As Christy Sich ( 2006) comments on the rise and failure of Edutainment -

'One reason (edutainment failed) has to do with the generation of younger people and their use of technology. They are born and bred using games. They are being trained to be visual learners with a preference for active learning and intolerance for purely passive learning...'

Here, I equate 'active learning' with immersion in whatever game system the player is using. It illustrates that a game existing only to educate and/or gain some other benefit from the players (ie. money) is doomed to fail, at least after an initial period of early adopters. This is mainly because there is no immersion there - there's action, and reward. It seems like it's just too mechanical for the player/client to get any intrinsic satisfaction from the process. Immersion is the most core of the aspects of what works in gamification, and some of the concepts I discuss from here are linked into it.

Bringing a story

Another common thread that was present throughout all of these examples and much of the literature that I read was that narrtive was of huge importance in the world of gaming and gamification. This ties in with immersion, in that it provides the impetus, the pull in information pull to draw gamers in the number that it has. In Find the Future, the players worked to discover the stories behind artifacts at the museum. In Defense of Hidgeon: The Plague Years(2008), players worked to provide a plan of survival against the Black Plague to the town. Even in the vast scope of International Games Day, the narrative was made by the people playing the games, in addition to the narratives they took from the commercially available games they played at the participating libraries. Aleks Krotoski (2010) tells how 'The playing experience must beimmersive, coherent, and believable'. Bohyun Kim, in her article 'Harnessing the Power of Game dynamics'(2012), gives us a few examples of basic gamification in a library. What's interesting about these is that they're just rules - but they describe points along a story that the player makes themselves. In the suggestion to include 'level-up experience' for library users, we're given the example of going from 'novice' to 'super researcher', and it's suggested we think up more appealing terms. This simple suggestion in itself is pregnant with potential, and though it really is pretty simple, it shows how rules are really just a means to interface with a deeper narrative that is what players really want from gamification. Of all of the points that I have looked at, I think this one is one that bears the most thinking about.

Combination of extrinsic and intrinsic motivation

This leads on from the last point about bringing a story. Though narrative - an intrinsic motivation - is a big part of what allows gamification to work, there also has to a practical reward  - an extrinsic motivation - of some kind. Well balanced rewards plus an immersive story gives players the short term, regular reward that gratifies them, as well as the deeper meaning and satisfaction of engaging in something over time. Two things to note here - first, in the interaction between intrinsic and extrinsic motivation, the rules of the game really come into play. They not only give the narrative a means of interfacing with 'The Real', but they provide signposts that make it easier for designers to decide when rewards should be given. Again, a good (if fairly simplistic) example of this comes at Bohyun Kims' suggestion that library clients could spend accumulated points on coffee at the library cafe. The points would be accumulated through the clients' use of library resources (engaging in their own narrative through knowledge building), and the extrinsic reward comes in the form of free beverages. If I can break the academic patina I've got going here (or at least that I hope I’ve got going), that is so elegant it almost brings a tear to my eye. Though this is a fairly fine line to walk, it was definitely something that I became aware of as I moved through my readings.

Know when not to gamify

In the interest of keeping on the topic of what works, I'll keep this fairly to the point - it's all too easy to see gamification as a panacea in an organisation, owing to its' immersive nature and current popularity. Seth Priebatsch expounds briefly in this during his TED talk (2010), where he comments that systems of game mechanics overlaid onto corporate benefits 'aren't very much fun' and that basically 'they suck'. This is a great example of knowing when to appropriately use game mechanics to the users' benefit, and not the organisations. Three other thoughts here - first, the ever- present immersion factor and how knowing when to gamify keeps the subtlety that is needed for full immersion. The second is that knowing when not to gamify an aspect of the library itself almost seems to demonstrate a degree of maturity in the organisation, as well as a respect for their clients/players. Finally, knowing when not to gamify raises the interesting concept of 'dead' games for me - gamification schemes that neither excite not influence their players. I haven't heard of too many people who have been motivated to buy more than they usually would because of flybuys membership, for example. This topic will more than likely be revisited in my next post on what doesn't work, so for now, I'll leave this here.

Make it fun!

Finally, in regards to gamification and what works, this seems to be a pretty common one. It's fairly self explanatory, but I get the feeling that it gets lost in all of the talk and hand wringing over how this sort of thing is done successfully. I think that libraries and other organizations could take a few cues from the (multi billion dollar, rapidly expanding, soon-to-be-all-pervasive) gaming industry in this matter. This really seemed one of those 'so obvious you forget about it' things that I read a lot about but was rarely mentioned explicitly and had to be consciously written into the list I had to expand on.

Reflection

To put it simply, I get the feeling that in most gamification attempts to date, we took the wrong thing to run with. Personally, the vast majority of games I play isn't for a high score or because of a really great new bunch of rules - it's for the stories and the thoughts and feelings that come out of the experience of playing it. I'm not saying that every incidence of gamification has to become an epic of grand scale, but fetishizing rules and rewards and leaderboards seems only ever seems to have a short term effect at best. Successful gamification relies on longer term motivations and giving the players a space to make their own, with a bit of reward thrown in.

 In my next post I'm going to touch more explicitly on what doesn't work - even though I've probably done a pretty good job of that here.

References:
Kim, B. (2012). Harnessing the power of game dynamics Why, how to, and how not to gamify the library experience. College & Research Libraries News, 73(8), 465–469.
Krotoski, A. (2010). Serious fun with computer games. Nature, 466(7307), 695–695. doi:10.1038/466695a
Markey, K., Swanson, F., Jenkins, A., Jennings, B. J., St. Jean, B., Rosenberg, V., … Frost, R. L. (2008). The Effectiveness of a Web-based Board Game for Teaching Undergraduate Students Information Literacy Concepts and Skills. D-Lib Magazine, 14(9/10). doi:10.1045/september2008-markey
Seth Priebatsch: The game layer on top of the world | Video on TED.com. (n.d.). Retrieved from http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html
Sich, C. (2006). From game studies to bibliographic gaming: Libraries tap into the video game culture. Bulletin of the American Society for Information Science and Technology, 32(4). Retrieved from http://works.bepress.com/cgi/viewcontent.cgi?article=1003&context=christy_sich

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