Recommendations for gamifying libraries


Now that I’ve checked out some of the literature on the topic of gameful libraries and done a basic analysis on the topic, I am going to dip into the fun bit of the project and posit some recommendations, based on the information I’ve explored. These will both be aimed at individual libraries who want to explore the concept of gamification, and at the wider situation concerning the information landscape that both libraries and games of all kinds exist in. These recommendations are intended more as a bit of general advice from an outsiders’ point of view – for want of a better term, from a CUP’s (Client/User/Players) point of view. I’m including them here because of the oft-mentioned reluctance of libraries to adopt gaming properly and in its’ own right.

Research research research

Given that the library is an information-based entity, this should be paramount to libraries looking to increase engagement through gamification. It would be remiss of such an entity to be assumptive about what users want and need out of any project that involves them. The applications of the concept of gamification are vastly diverse – even in regard to games themselves, gamification is only one aspect of them that libraries might find useful. I find Jane McGonigals’ term ‘becoming gameful’(2011) to be more inclusive of the variety of activities an organization might undertake in regard to games, and this also demonstrates that there is a great amount of potential here that libraries need to be made aware of.

Think creatively about your resources

This recommendation covers two aspects of gameful libraries – first is the cost mitigation that comes from utilizing what’s there already. We aren’t talking about building a gaming-based organization from the ground up here (though the library might become this in the future) – the organization is already established, and it operates in essentially the same industry as does gaming. There are synergies present that can be exploited with a fairly minimal effort of thought, and this would increase the appeal of the concept to libraries for whom outlay is a barrier to participation. It should be noted that according to Ahmed El-khuffash, most ‘pure gamification’ systems are free (p.25), further reducing the possibility of expending money on something that won’t work in the long run.

The second reason I’m recommending creative thinking is a fairly simple one – to put it bluntly, it will help librarians get a greater understanding of the potential and nature of gaming, apart from the regulated and quantified environment the library seems to reinforce. Another aspect of this environment that I’ve observed comes in the form of librarians acting as facilitators of information provision and not as users of information themselves – they seem more concerned with giving their CUPs venues and means to play games than actually doing it themselves. This is fine, as not every librarian is going to want to become a Dungeon Master (2008)or go for a high score on Halo (even though there’s a level called The Library in the original game) (2013) , but it will help librarians gain more of an understanding about the concept if they give their own imaginations a bit of a workout and allow themselves to play with the resources they caretake. This echoes what I’ve said in other posts about utilizing the vast knowledge base that the library has to its’ full extent – sometimes the uses for those resources might not always be evident on first inspection. One of the keys to gamifying properly is having the librarians on the same page as their CUPs – both literally and figuratively.

Don’t be afraid of making mistakes

This is another one of those ‘no-brainer’ points that I keep making, but yet again, it seems to be something that everyone forgets about. I’d even posit that this recommendation could be applied to companies who produce games as well – everyone seems so worried about putting a foot wrong that they fail to capitalize on opportunities and concepts for fear of being castigated by their audience. The analogy that keeps coming to mind is that of the older person who wants to play with the precocious preteen, but is more prepared to denigrate the youngsters’ computer as silly and pointless than actually learn how to do anything with it for fear of seeming ignorant or doing something wrong. The problem is that the youngster doesn’t care about whether anyone looks silly or not – they’re just happy that their elder is taking an interest in what they’re doing. It needs to be the same way with instituting a gamification project.

The concept is huge and diverse and still finding its’ feet in places other than the entertainment industry, thanks to technology – gaming companies themselves still make serious missteps in regards to what their audiences want. In that sector, a bad enough mistake can sink a company, but it isn’t necessarily so with libraries – it’s an excellent tool, but it’s not the lifeblood of the industry. In choosing to leverage the concept and doing it well, we open ourselves up to the possibility of increased engagement with a fairly low risk. I can’t see any libraries being closed down because of a failed gamification project any time soon.

The point here is that it seems better to make mistakes honestly and work to improve where the project falls down, instead of making timid mistakes and deflecting responsibility because we might get laughed at. The whole idea with gamification is that the consequences of in-game actions are removed to create a play space to explore ideas. This needs to be echoed in the implementation itself, because no project that is reliant on customer engagement and input will ever go 100% to plan.

Understand that gaming isn’t frivolous

This follows on from my last recommendation quite closely, and also applies more to the library industry as a whole rather than individual organizations (though it certainly applies to them as well). There seems to be quite a large disconnect between the concept of gaming and the idea that learning can take place in contexts other than formally learning about something. I learned to touch type in chatrooms, and a large part of my learning to read and write involved fiction and my own time. The internet abounds with examples of people learning and creating things in informal learning environments, and there’s not a classroom or library in sight.

Libraries are extremely well-grounded institutions, and it’s completely understandable that they would want to extend that grounding into a concept like gaming before they engaged with it fully. The problem, it seems, lies in the fact that evidence is already there to support the theory that there’s more to gaming than just killing time and escapism, but it’s been mired under the natural tendency towards rules and control that more formal organizations prefer. In those formal environments, the concept is still problematic and treated with suspicion, or not utilized to its’ full potential, whilst outside of them it is enjoying resounding success as technology increases its’ accessibility and appeal meteorically. I’m not trying to take over the gaming industry here, nor convert the library one to another outlet for gaming. I want libraries to get a cut of the action, and if we regarded gaming as a serious arena for both creative and constructive knowledge transactions, then that cut is all but granted.

Take yourselves less seriously

Hand in hand with taking games more seriously goes the idea that libraries need to take themselves less so. Games aren’t just for kids any more, but libraries have always been places for people from all walks of life to come and enhance their knowledge in myriad ways. It’s a place that caters to a basic human need to know more. Catering to that need has made the library something of a lynchpin in modern society, and throughout history, that role has gained a certain amount of solemnity and seriousness about it. As the information landscape changes to a more participatory culture, the old incarnation of libraries is being outmoded and there seems to be a degree of defensiveness about guarding that older role.

This isn’t to say that libraries are completely worthless and anti-progress in the modern age – in a number of fields the library has been a leading innovator and undergone rapid evolutions (such as the popularisation of online courses) (2013). From what I’ve seen, however, most of these evolutions have taken place on the libraries’ terms, grudgingly and only to preserve it’s place in the order of things. They should be taking place for the users, to extend their knowledge and allow them to do more – it’s always been them describing the libraries role anyway. I keep coming back to the analogy of the youngster sharing leisure time with the senior citizen – all of the concern about loss of dignity and status is on the part of the elder, established party, when the younger one only cares about how that elder can best provide service to them. The point I’m trying to make is in order to engage in meaningful play, you’ve got to be able to loosen up.

Play nice together

This recommendation is directed more towards the various parties at play here – not just the libraries. To them, I say that gamification is one that is fundamentally at odds with how structured and regulated your organizations are, and that you need to be prepared for a certain amount of upset to your established ecosystem to achieve the significant payoffs that it has in store for you.

The gaming industry also needs to be mindful of the conventions and potential present in libraries. They offer a huge amount of reference material, inspiration, and pre-assembled user base that hasn’t yet been utilized or satisfied, but they aren’t inert shells. They’re rich ecosystems that have withstood the test of time and are in a state of flux, which gaming can help provide a direction in. The mutual benefit is huge, but the relationship needs to be symbiotic instead of parasitic. With the gaming industry formally acknowledging the value of the library sector, that sort of relationship can become a reality.

Respect informal learning spaces

Finally, I would like to recommend another idea be consciously considered when undertaking gamification – that of informal learning spaces being left alone. Libraries function very well as both formal and informal learning spaces, as Marchionini and Maurer (1995) discuss. The library (in particular, the digital library) is also very well equipped to break down barriers between those two demarcations with the overall goal being to enhance knowledge transfer.

The consideration that informal learning spaces need to remain inviolate is relevant to the concept of gamification because the library is a formalized environment, whilst games are inherently informal. The need for the organization to control and quantify the effects of its’ knowledge might end up overriding that informality and moving away from the user-centred design that I’ve talked about in the past, resulting in gamification which ends up serving the organization more than the user. It’s easy to envision a library winding down the number of gaming events it holds and putting its efforts into a point based game involving how many books users check out because of a more direct benefit to the organization, for example.

The basic point is that the library can’t actively lead the user in an informal environment – the users guide themselves. Being informal environments that are still beholden to the rules of the library, it would be all too easy for the concept of gaming to become formalized enough to lose that freedom that makes it so appealing.

I realize that these recommendations are probably a lot more general than specific – they’d work for any project that any organization wanted to undertake. Some of these even felt a bit like I was writing life advice, they were so broad and theoretical, but here’s the point – gaming is a fairly broad concept in itself, and libraries are readily established organizations. It’s not even a particularly new concept that I’m proposing here, but it does seem to suffer from a bit of overanalysis in its’ current form. At this point in time, having only engaged with the theoretical and conceptual entities of gaming and libraries, this is my view of the issue – I hope that it’s not so simple as to be useless. I also hope that these recommendations help to provide a jumping off point for dealing with integration of gaming into libraries. I’m going to follow this post up with a reflection of what I’ve done so far, seeing as I’m coming to the end of the university based part of my education on this subject. Thanks for reading.

References: 
Dungeons and Dragons at the Library | GeekDad | Wired.com. (n.d.). GeekDad. Retrieved October 30, 2013, from http://www.wired.com/geekdad/2008/09/dungeons-and-dr/
gamification_report.pdf. (n.d.). Retrieved from http://www.el-khuffash.com/gamification/gamification_report.pdf
GDC Vault - We Don’t Need No Stinkin’ Badges: How to Re-invent Reality Without Gamification [SGS Gamification]. (n.d.). Retrieved October 30, 2013, from http://www.gdcvault.com/play/1014576/We-Don-t-Need-No
Libraries Lead the Way: Open Courses, Open Educational Resources, and Open Policies. (n.d.). Community College Consortium for Open Educational Resources. Retrieved October 30, 2013, from http://oerconsortium.org/2013/09/19/libraries-lead-the-way-open-courses-open-educational-resources-and-open-policies/
The Library. (n.d.). Halo Nation. Retrieved October 30, 2013, from http://halo.wikia.com/wiki/The_Library
Therolesofdigitallibrariesinteachingandlearning.pdf. (n.d.). Retrieved from http://cpe.njit.edu/dlnotes/CIS/CIS350/Therolesofdigitallibrariesinteachingandlearning.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