Showing posts with label considerations. Show all posts
Showing posts with label considerations. Show all posts

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

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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.

Considerations for libraries wanting to get involved with games

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Apologies for the hiatus – my other studies and life got in the way for a bit. In this post, I’m going to explore some of the considerations that libraries undertaking gamification and gaming events might need to take into account. Because immersion is key to the gaming experience, a properly executed program or event is highly desirable. I have based the material discussed here chiefly on the American Library Associations’ Library Gaming Toolkit site (2007), which provides a wide variety of resources for libraries looking to crèche games into their organization. I am concentrating on the resources page here.

Time

One of the major concerns for any organization planning something new is the most valuable commodity of all. Not only is time needed to plan and advocate for any scheme needed, but implementation of said scheme or execution of an event also requires staff to take time to set up, test and even refine the concept within the organization. This may in turn put pressure on other areas of the library and its’ staff – the implementation of gamification and gaming events is meant to augment these other aspects, after all.

Of chief importance is the immersion factor in the process – in the case of actual events like a games day, time will need to be generously given to ensure that clients/users/players (CUPs?) have time to gain the immersion that is crucial to transforming gamification into an educational tool.

In the case of gamification (that is, the inclusion of game mechanics into other areas of the library system to augment engagement), less time may be needed to implement, but more time will be needed to review and refine systems and practices relating to the concept where it is augmented. Yet again, this seems like a fairly standard practice for any new ground an organization wishes to try to utilize, but bears mentioning here – partly for completeness of discussion, and partly because I have a sneaking suspicion that the perceived frivolity of gamification would mean time dedicated to it would be minimal at best.

Space

Though this falls under the category of physical assets/resources that the library has, I thought that space needed its’ own discussion here because not only is it the most physical of the requirements for a well-executed gaming event, but it also comes with a couple of unique considerations in itself. Not only is space required for events to take place in the real world, but there is also the consideration for space in a virtual sense, in the case of gamification – how involved does a system need to be to increase engagement with library systems? Do we need a whole server for the implementation of a vast, immersive system that turns the experience of using a library into a narrative? Or do we only need a spare bit of server space to display a leaderboard and keep track of a couple of achievements? Virtual space could indeed dictate the scope of a gamification project, and should be one of the first things considered when planning for such.

As far as physical space is concerned, there are two issues that I can see here – first is the relatively simple matter of how the physical space is set up for different events involving gaming. As a heavily social and collaborative medium, gaming has a fairly heavy space requirement to accommodate different users needs, as well as spectators and clients who are waiting to play the games on offer. A large room may do, or in the case of roleplaying games where players might prefer a bit of privacy for their game, a series of study rooms may have to be set aside for the day.

The second concern that I can see here is the potential for disruption to other services in the library, which must obviously be kept to a minimum. Because of gaming’s popularity amongst younger users, the potential for the venue to be playing host to large amounts of them becomes quite high, depending on the location of the library. This in turn may cause disruption to the ‘typical’ patrons of the library, for starters. The previously mentioned example of dedicating study rooms for private roleplaying game sessions may also prove to be problematic, if those study rooms are needed for that purpose. It is anticipated that a good mix of timing and forewarning would be needed to ensure that disruptions are kept to a minimum, and other library services aren’t displaced or rendered unusable for the duration of gaming events.

Staff

Hand in hand with the overt physical assets of the library to be considered go the social assets of it – the people who will provide service and content to those who engage with the games and gamified concepts the library presents. Again, there are a number of considerations here that need to be given their due if gamification is to be executed properly – mainly, the knowledge of the staff themselves.

In the case of gamification of an already existing system, it may only be sheer technical and design knowledge that is needed to execute a successful venture. Familiarity with already existing systems and a sound knowledge of the concepts I’ve touched on in previous posts may help leverage a gaming system into those existing systems and increase engagement. If this technical and design knowledge can’t be sourced within the library, outsourcing may be needed , which brings with it concerns about money and time as resources are stretched outside the organization itself. The payoff may be worth it, however outsourcing appears to be an inherently risky venture (please note I have no practical experience with the concept; this is conjecture from the popularity of ‘in house’ production and sourcing I have observed in other organizations).

In regards to gaming events, staff will require the customer service skills that they would probably exercise daily in a service role, as well as a sound technical knowledge of both game systems and rules. This may range from knowing which socket to plug an Xbox jack into on a monitor to an intimate knowledge of a certain (or multiple) editions rules for Dungeons and Dragons. This may be a curiously high barrier to implementation of an event – given the diversity of gaming media and its’ almost-ubiquitous-yet-niche appeal, staff may have a fairly complete knowledge of how to carry out required tasks throughout the event, or they may be able to ‘wing it’, or they might end up needing to tailor the event to their own knowledge base, depending on what that entails.

With regards to staff, I am also going to flag what has come up as a potential concern through my reading on the subject thus far now, and it may be something of an elephant in the room – the aging workforce present in libraries. This study (sorry for paywall), conducted by Rachel Franks (2012) provides a good example of the issue at hand. Over half the workforce in libraries in Australia is over 45 years of age, which is significantly higher than the amount of workers in that age group in the total workforce. This in itself may be fairly innocuous, but I do wonder if the resistance that I’ve discussed in other posts to the concept of gaming in libraries might be a result of this older age group having a perception of games as something silly that kids do between periods of ‘serious learning’. I can’t help but feel that at the very least, some older librarians may need to be bought up to speed as to the value and appeal of gamification as a concept before serious planning could take place. Older senior staff may need to be abbreviated of same before they give a green light to any event or undertaking. I’m not saying that the older element of the workforce is holding gamification back or that they are in some way undesirable here – just that the much higher percentage of the age group may present something that needs to be considered, given that part of gamings appeal is its technical sophistication and ‘newness’.

Money/Resources

There are also a large amount of other material concerns to be addressed in regard to gamification; I’ve grouped these all here and probably still won’t manage to cover all of them, but here are some of the principal ones:

Money concerns are paramount for any public organization, as they often don’t seem to get enough of it. Developing any software is a surprisingly expensive undertaking, and things like apps and computer games may be prohibitively expensive for smaller organizations to use with any effectiveness. Bluecloud solutions (Thomas, n.d.) gives a baseline development cost of $10,000 to $250,000 for a game app, so it’s easy to see why this might not be the best implementation of the concept for a library. It is possible however, to turn in an effective gamification project with a relatively small budget if the concept is pursued creatively. As examples in previous posts have demonstrated, engagement might be increased with something as simple as a gift voucher for a coffee for a reward.

In addition to the discussion of space mentioned above, various other assets may need to be taken stock of prior to execution of a gaming event or gamification project; power boards, seating, and specific consoles may all fall under this category. One of the major material considerations, however, may lie in the libraries already existing collection – gaming rulebooks, video games themselves, and other formats of games to be played. Basically, in keeping with the idea that games are sources of information or means of imparting information, this becomes a major concern as it may come to define scope and effectiveness of any undertaking the library might pursue. Does the library have a vast amount of video games on hand, but no consoles on which to play them? Does licensing allow such games to be played in a public venue? Have we got an extensive array of Dungeons and Dragons or World of Darkness rulebooks with which to hold an immersive, several-sessions-long game, or just enough to give CUPs (yes, I’m using it regularly now) a taste of the concept?

In keeping with the idea that part of the already-existing collection may be useful to the development of gamification in a library, I’d also like to pose the somewhat novel idea that perhaps the collection as a whole could be used to develop gamification concepts. This idea came up during my rumination about the nature of the concept of Story in my previous post – a library is literally a storehouse of stories. Why not use them and the power of their myriad narratives to power a game that engages CUPs? With an application of game design, it’s conceivable that stories could easily become interactive, and at any rate it seems to be a lot more attractive to do that than apply a bunch of rules and point scoring to something. It’s a bit of a basic concept, I realize, but I think it bears thinking about. The power of libraries lies in their wealth of knowledge. It’s something that shouldn’t be squandered.

That about covers the considerations that the Library Gaming Toolkit gives us. At the risk of going overboard on length, I’d just like to quickly add the following three considerations from my own observations:

Alignment with Mission/policies

In order to be a constructive addition to an organization, any project must align with the organizations’ remit of service to its’ clients. Yet again, because of the immersive nature of gaming, it would be all too easy to lose sight of what benefit it would provide to the organization when done properly. Gamifying a library would need to be clearly defined as to how it helps fulfill that organizations’ remit, if only to help define scope and appropriateness.

Audience

In keeping with my earlier post about ‘knowing when not to gamify’ and also ‘respecting the audience’, it would behoove a library interested in the concept to conduct some through research on its’ user base and the wider community and try to identify who would be interested in what – this could help in forming a basis for user-centered design in the undertaking.

Scope

Another major concern that probably slots into one of the previously mentioned categories, but I felt it was pertinent to make explicit mention of it, because it puts a nice cap on so many other considerations, defining in and in turn being defined by them. Money, space, time and resources all count towards this, and having a defined scope in and of itself may help expedite the process of design during planning.

That’s all I have for this very long post. Apologies if this was a bit long, but time is starting to grow a bit short on the project and I am starting to have to cram a bit. I hope this was an interesting read. My next post will deal with a look at the opportunities that gamification and gaming present to organizations that engage in them, as well as threats that they open up. I still have a couple of posts I’d like to cover before the university term ends, so I will probably be updating quite regularly over the next couple of days/weeks. Thanks for reading.

References:

Franks, R. (2012). Grey matter: The ageing librarian workforce, with a focus on public and academic libraries in Australia and the united states. Australasian Public Libraries and Information Services, 25(3), 104.
The Librarian’s Guide to Gaming:: An Online Toolkit:: A Brief History of Gaming in Libraries. (n.d.). Retrieved October 23, 2013, from http://librarygamingtoolkit.org/index.html
Thomas, C. (n.d.). How much does it cost to develop an app? iPhone App Marketing | Bluecloud Solutions | How To Make Money With Apps. Retrieved October 23, 2013, from http://www.bluecloudsolutions.com/blog/cost-develop-app/

 
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