Showing posts with label future. Show all posts
Showing posts with label future. Show all posts

Stage 1 roundup: Summary, reflections, and future direction for Libranarchy.com

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In this blog post, I'm going to reflect on my learning experience for this part of the blog and identify a couple of the features of said experience, with a view to giving a better idea of the scope of what I've done so far. I'll identify some of my own strengths and weaknesses (albeit from a much more subjective point of view than the SWOT analysis that I carried out before), and give a bit of explanation of where I'm going to go with this blog from here. The university-based part of this project is over, for which I've received an excellent mark.

To being with, here’s a screencast of the presentation that I did. It basically gives an overview of what I covered in the course of the blog. (14 minutes)



This was a fairly hard project for me to maintain - not really because of the format, but because of the other pressures that I had in my studies and the fact that it was much more academically grounded than I am used to. I like blogging, but I'm not a huge fan of referencing and research (which seems kind of silly seeing as I'm studying, and I'm studying to become a librarian). I found the academic grounding pretty eye opening, however, and I feel a lot more confident in progressing with my studies now that I've done a bit of actual research into the area I plan to pursue. The effort has definitely paid off and I am looking forward to pursuing the idea of gaming as a learning tool.

In terms of the research I did, I realize it's not completely infallible, but it is still fairly robust. I may not have been critical enough during my investigation, but there are two reasons for this - first, I just didn't have the time to undertake a multi-faceted account of the concept. I had a full study load and - to be blunt about it - a bunch of other life stuff to look after. It just wasn't practical to take a devils' advocate approach and look at the downsides of gaming, though I think the Negative aspects of the SWOT analysis made an excellent attempt.

The second reason I didn't take a more critical view of gaming in libraries is to do with my own personal viewpoint and the purpose of the blog. I am a gamer, more than I am an academic or librarian. It interests me and I can see a lot of benefits for the concept in a library environment. I also think that there's enough hard data to justify the medium as a legitimate tool - I'm not so concerned with that as I am implementing it in a setting where it can be of use. To me, the debate is done - let's work out how it can best be used. This was a huge challenge in the blog - at times, it felt like I was a bit of a bull at a gate, wanting to progress straight to the design aspect of a/the game and skipping all of the background. The blog is driving towards practical implementation and that design aspect, not a drawn out scholarly debate about the pros and cons of gaming.

I hope that so far, this blog has provided a decent starting point for those looking into gaming, from what amounts to essentially a library patrons' perspective (seeing as I neither work in a library nor have a particularly strong academic interest in the subject). It may even serve as a jumping-off point for further research, if someone else wants to take that up. I'd like to publicly thank my Supervisor, Ann Gillespie and Helen Partridge, the Coordinator for the course that I began this blog for. Their guidance allowed me to produce pretty much every entry here thus far and I am appreciative of their time and effort, especially considering that my chosen subject matter was a bit outside everyones experience.

Just to cap off the main learnings that I've gained from this stage of my research -

o   Gaming and gamification are valuable and useful tools that can have a huge payoff when done right

o   Story is one of the most important, hard to get right, and valuable elements of gaming

o   As informal learning spaces, games resist quantification but are qualitatively rich

o   Most of the problems involving the implementation of gaming  stem from biased or dated perceptions of the idea of play
           
These are the major points that I feel bear mentioning at this stage, in the interest of rounding out and summarizing this part of the blog. In terms of future direction, I intend to take more of a design/implementation path here. I want to design games that are of use for purposes other than entertainment (or even as well as being entertaining), but I don't want to gamify things - I'm totally on board with 'gamification' being a bit of a marketing gimmick, and bastardising the medium into a tepid version of itself. This blog will hopefully become my vehicle to chronicle my explorations into creating working game systems and texts, including my reflections on the process. There will be more referenced posts on the subject, mainly involving the theoretical side of gaming and the narratological aspects that I've found to be so important to developing fully functioning games.

Thankyou for reading and I hope that this has rounded out the academic justification for gaming having a place in the library, which I've been exploring up to this point. I'm looking forward to getting into the fun stuff from here on out. Cheers!

Recommendations for gamifying libraries

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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

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.
 
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