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:
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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