SWOT analysis chart and advocacy of gamification of libraries – the beginning of the end (of the beginning)!


This post will begin the development of my argument for advocating gaming and gamification in the library. I have spent the last few posts dissecting the concept and relating it both to the current wider information landscape and the organization of the library itself, and now that I’ve examined all of this, I think it’s time to reflect on the process overall. I’ll begin with a chart that sums up the Strengths, Weaknesses, Opportunities and Threats (SWOT) that I’ve investigated:

 


Strengths and Opportunities

Taken together, the positive aspects of gamification in libraries represents an excellent tool that fits in well with the form and function of the library. It can be adapted in many ways to fit with the already existing resources of the organization, as well as employed at service points to increase engagement with the systems in the library themselves. Gaming itself also lends itself to be well integrated into the model of ‘library as community hub’ as it is a heavily interactive concept that allows spectatorship and has a low barrier to client participation once initial considerations are dealt with.

The overall benefit to the organization here is increased immersion in all aspects of the service, a service that offers excellent return on investment when applied properly, and a creative outlet for both staff and clients. Given the massive popularity of gaming and gamification in almost all aspects of world culture, the implementation of them almost seems a no-brainer, as far as benefits go to an institution whose main deliverable is information.

Weaknesses and Threats

As with many negative aspects of any project, the ones present here often spring from outside concerns exacerbating inherent flaws in the concept itself. Here, the immersive and subtly educational aspects of gamification are mainly at in the line of fire, which is interesting because they are also some of it’s greatest strengths. Though the idea of a flawed concept may sound like a very bad thing to bring into an advocacy statement, it should be said that no concept is completely foolproof; anything, applied in the wrong way, will result in a failure. The problem in regards lies in the earlier mentioned immersion and lack of overt educational value – it’s all too easy to get these things wrong in the implementation phase and not realize until it’s too late and the player decides that the game isn’t worth it; they’re over it and have to be coaxed back, with heightened expectations and blunted enjoyment. It’s not until the outcome is revealed that the effectiveness of the means can be judged, if that makes sense.

Talking about the dangers of gamification as a simple case of misunderstanding  might seem like a bit of a copout, but this reveals a bit more of the nature of gaming to those uninitiated – the medium relies on complex machinery behind the scenes to achieve what seems to be a fairly cosmetic and formulaic outcome. A seemingly complicated game might be governed by a few simple rules; a beautifully intuitive game might have an absolutely mind wrecking algorithm behind it, or rely on unquantifiable nuances to present an equally unquantifiable story. This goes back to immersion and respecting the player, as well as the nature of the game being informal and fun – true gamefulness comes not only from an understanding of concepts but an adaptability to the changing situation of the player. In turn, that adaptability is another thing that libraries are having to come to terms with, not only in relation to themselves in the new knowledge economy, but within themselves at the vanguard of that changing economy. The old paradigm is falling away, driven off by technology, and the new one is coming. Games are now more accessible than ever, and it’s because of this that I make my case that libraries should be getting on board with it.

Reflection

The idea that stories and games don’t exist in a vacuum can’t be ignored, and neither can the idea that libraries collect the information that those media are dependent on in vast amounts. The organizations themselves are in the enviable position of having access to thousands, if not millions of texts, and the collective resources to capitalize on them to present hungry audiences with an engaging, interesting, and fun way to consume them.  Given the sheer scope of the gaming industry alone, it’d be remiss of our information repositories to dismiss the concept as not worthy. It’d be tantamount to dismissing compact discs or any form of new media that came out after books.

I say let’s feed the audiences what they want, in a considered and sustainable way. It can only benefit everyone.

1 comments:

Ad Hoen said...

Dear Bodie, I discovered this SWOT, it is very intertesting. I live at The Netherlands and am looking for a general SWOT for Gamification, to use it for a report on Trend Analysis. This report must be constructed for a Masterstudy that I follow in a last episode at this moment. Do you know a source or link that descibes SWOT-analyses for Games, Gamification, in general?
You might send me this to mailadress ad.hoen@zuyd.nl. Thank you very much by advance.

Ad Hoen

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