Opportunities and threats to the concept of gamification in libraries


In this post, I’m going to discuss some of the favourable conditions within the library environment at large that allow it to utilize gamification well, and some of the threats that the same environment has to the concept. This is in the interest of conducting a slightly modified SWOT analysis on the topic, using my earlier posts on ‘What works’ and ‘What doesn’t work’ as ‘Strength’ and ‘Weakness’ explorations respectively, and this post as an ‘Opportunities’ and ‘Threats’ exploration. With regard to this, the overall analysis takes place from the viewpoint of gaming (I kind of wish I could change this to be from the libraries’ standpoint, but this is how things have come together). Gamings’ internal strengths and weaknesses have already been expounded upon, and now I’m going to look into the external environment it will be implemented in (being the library) to see how the two would play together. I will be compiling an actual SWOT visual chart in the very near future to demonstrate this convoluted paragraph more easily, but for now I am preferring to wallow in my own verbosity.

Opportunities

There are a couple of major opportunities that gamification can find in the environment of the library. They have largely been discussed before, but for a more environmental discussion, I felt it prudent to go over them again here.

Similarity of Purpose and Form

As far as gaming is concerned, the library environment presents a large amount of opportunities for implementation. Gaming relies on information to build its’ systems upon, and people to play them; as a vital link between information and people, the library is uniquely suited to be a resource here. In this, the library not only provides opportunities to create games that stand on their own, but the systems inherent in the library also lend themselves to gamification, as they are user-centric and another point of interface between a form of narrative (the users journey with the library) and a set of rules (the regulations and system itself).

Built-In Audience

Libraries are, more often than not, well established organizations with diverse and often large user bases. Their place as an advisory organization places them well as an inclusive organization that often functions as much as a community hub as well as an entity in their own right, and this all equates to an audience for any project, gamed-based or not, that the library decides to proceed with. To take the example of the State Library of Queensland - according to its Annual Statistical Report (p.4 Table 2.), the library hosts over nine million patrons each month, has a junior membership ratio of 14% (out of just short of 10 million total), and counts 44% of the ‘total population’ as members. Granted, this particular example is one of the largest libraries in Australia, and other libraries often won’t have that sort of patronage, but this shows that libraries are nevertheless popular destinations. One of the main boons for a gamification based project in a library is that it’s likely to have an early adopter or two at the very least amongst its audience.

Presence and Diversity of Information

Of special note is something that I’ve already explored in my post on considerations for libraries – that being the idea of the library as a storehouse of narrative and stories, that can be used as inspiration and textual grounding for games of the users and staffs’ creation. Subjects are categorized and ostensibly fully annotated with metadata to facilitate searching – why not use gaming as a tool for making those subjects desirable to sift through as part of a larger story, legitimizing the effort put into metadata construction and aiding in the spread of knowledge? Gamification is a concept that can take in vast amounts of information and combine it in ways that make CUPs pursue and consume it. The sheer amount of information present in the library environment is a prime opportunity for gamification. Some of the information within the library might concern gamification itself. Could you gamify learning about gamification? It’s entirely possible.

Threats

In addition to the few and large opportunities that the library environment represents, however, there are also a number of threats to the concept of gaming that implementers should be mindful of. Though none are crippling to a project completely, they could be if not considered and accounted for during planning. They fall into two categories, and befit the nature of gaming as an established but expanding medium. The first of these is:

The Frivolity Problem

This is the main observation that I’ve gained from most of my readings on the subject, and has been something of a bugbear for me as I pursue this concept. The problem seems to lie in the changing landscape of information dissemination to a more participatory culture in which librarians are no longer the gatekeepers of esteemed storehouses of knowledge. They are now caretakers in a vast ecology of information, where patrons can come and go as they please, and take what they need to enrich their own private ecologies. Part of this change has been interactivity – where once, libraries imparted the knowledge as needed, now they need to do as much gathering as they do imparting, and patrons can submit their own input to the collective. As an interactive medium, gaming is something that libraries are still grappling with – beyond just functioning as a storehouse for gaming texts (including games themselves), the concept is flowing through the organization of the library itself, changing them, and after often centuries-long establishment of a certain order, it can be problematic.

Frivolity itself is also a large part of the problem here – play is often seen as pointless, and even only grudgingly given any time as a necessity. The idea that learning could take place within the process of play is a relatively new one, and one that seems to run counter to the serious nature of many libraries. Even when the concept is taken up, the stratified, metadata-saturated nature of the environment means that the frivolous part of gaming (the unquantifiable story elements) are stripped out and the ‘serious’ part is kept and run with. This helps to give the libraries a feeling of control over the concept, something that they’re used to from their ‘esteemed storehouses of knowledge’ period. Unfortunately, as we’ve explored in previous posts here, taking simple extrinsic motivation and applying it in the hope it works (i.e. increases engagement) is a recipe that only works over the short term, and may be one that fails outright as a technologically literate user base sees their gross manipulation for what it is. Basically, as a threat to the concept of gaming from the environment of the library, the attitude that games are frivolous and pointless will cause gamification efforts to not be taken seriously and fail before they’ve even started. It’s even conceivable that a cycle of failure could be set up as the concept is deemed to be a failure because of examples where the it wasn’t given its’ due. This might be all well and good if the concept turned out to be paper thin and actually pointless, but then I venture to ask – how is the gaming industry turning a multi-billion dollar profit?

Taking gaming seriously is something that has to happen in order for it to survive in a library environment. We now come to the second problem that the environment presents, however –

The Panacea Problem

In the same way that the newness of gaming presents a new paradigm for libraries to struggle with over the next few years, it also presents the concern that it will be seen as a cureall by organizations wanting something new to attract patrons and justify their existence. Gamification is something of a buzzword – it’s even at the point where I’m slightly cringing at using it as often as I do. It’s new and popular and it carries with it connotations of something fun and exciting, and something that ‘the kids’ will enjoy. Indeed, the term ‘Gamification’ seems to have found its’ widest use amongst those who have an idea of what gaming is, but don’t do it themselves. Put shortly, it is seen in these circles as a gimmick that will bring in numbers and provide a boost, or glaze over a broken system to give it the appearance of working because of an appeal to popularity. It’s this sort of ignorance of deeper issues that cause some implementations to jump the gun and execute poorly, or at the wrong time, or in the wrong place. This in turn can cause the project to fail, just as surely as if the same ignorance caused the organizations to fall to the earlier described frivolity problem.

There are likely to be other environmental aspects that fall into these two categories with regards to gamification, but what is covered here denotes some of the major ones. As I’ve said, I am operating under a tight schedule and my window of access is quite small – I neither work in a library nor in the field of game development (for the time being). I think for my next post, I will collate the matters I’ve discussed here and in other posts into a graphical representation of a SWOT analysis, with a commentary on the situation overall. From there I will round out the ‘academic grounding’ phase of this blog, and with it my university-based project for the term. Thanks for reading!

References:
ANNUAL STATISTICAL SURVEY - NSLA.public_library_stats_2011-12_0.pdf. (n.d.). Retrieved from http://www.nsla.org.au/sites/www.nsla.org.au/files/publications/NSLA.public_library_stats_2011-12_0.pdf

0 comments:

Post a Comment

 
Copyright © Libranarchy - Thoughts on Gaming and game design from an amateurs point of view. Blogger Theme by BloggerThemes & newwpthemes Sponsored by Internet Entrepreneur