Gaming is often seen as the antithesis to reading--a distraction primarily used by teens and young adults to escape their everyday lives. However, gamification principles have the potential to boost engagement, learning, and enjoyment of learning, especially in an environment as informationally dynamic as the library.
Through their BiblioTech Labs program, Carnegie Mellon University identified Gaming and Education as one of the emerging challenges to libraries in the twenty-first century. Learn how to gamify some of your library's most important initiatives!
Gamify by Brian Burke
Publication Date: 2014
ISBN: 9781351861786
First things first, what even is gamification? In his novel, Gamify, author Brian Burke begins with an introduction to the concept of gamification, including its fundamental definition and the history of how it came about. While the proliferation of gamification is inherently linked to the rapid digitization of the twenty-first century, gamification is arguably inherent to human nature. As social creatures, we subconsciously--or consciously--thrive on comparison and competition. Why not apply this bit of the human condition to everyday aspects of life? Gamification creates motivation and engagement by instilling a sense of friendly competition into activities that would otherwise have none.
"Does Gamification Work? A Literature Review of Empirical Studies on Gamification" by Juho Hamari, et al.
In Proceedings of the 47th Hawaii International Conference on System Sciences
Publication Date: March 10, 2014
ISBN: 9781479925049
This conference submission by information science professors from Finnish universities analyzes current literature on the efficacy of gamification to answer the question, Does it even work? According to their meta-analysis, gamification has several statistically significant positive benefits, especially as it relates to mundane, utilitarian tasks. However, the authors caution that the positive impact of gamification is entirely dependent on context--e.g., how well the game environment is constructed and how tailored it is to its intended user base. This stresses the importance of proper implementation of gamification into library programs and initiatives.
Game It Up!: Using Gamification to Incentivize Your Library by David Folmar
Publication Date: 2015
ISBN: 9781442253346
David Folmar's Game It Up! serves as a one-stop-shop guide to learning all about gamification and how it specifically can be implemented in a library setting. It walks through the fundamentals, including not only the practical how-to, but the general ethos, state of mind, and vision librarians have to adopt to adequately bring gamification ideas to life. It breaks down the psychology and demographics of individuals who have an affinity for gaming and would likely appreciate gamified programming and other initiatives at the library. By understanding the background of gamification, librarians can be better poised to implement it in-house.
"Harnessing the power of game dynamics: Why, how to, and how to not to gamify the library experience" by Bohyun Kim
In College & Research Libraries News, Volume 72, Issue 8
Publication Date: September 2012
ISSN: 0099-0086
In this article for College & Research Libraries News, author Bohyun Kim gives an overview of key things librarian should do--and key things they should avoid--when attempting to gamify parts of the library for patron experiences. This magazine article provides a short and simple synopsis of the pre-existing literature on the topic, which comes together in one handy set of guidelines. The article stresses the importance of having a plan, putting effort into design, and evaluating post-launch to ensure the programs can be improved and supported for years to come.
"How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education" by Armando M. Toda, et al.
In Educational Technology & Society, Volume 22, Issue 3
Publication Date: July 2019
ISSN: 1176-3647
This article, published in the ETS journal by a group of professors from various international universities, utilizes Google's Design Sprint method--a practical process for implementing theoretical guidelines and frameworks--to apply gamification for enhanced learning. This process is one of design, including a prototyping and testing phase, that allows any implementation to move from the idea stage to the final product stage in an efficient amount of time. This Design Sprint method, combined with referencing a straightforward Taxonomy of Gaming Elements in Education, can allow librarians to inject their current programs with gamification principles in a straightforward, evidence-based way.
Chapter 11 - Augmented Reality Gamifies the Library: Visualization to Help Educators Enter the Era of eXtended Reality
In Emerging Trends and Impacts of the Internet of Things in Libraries by Barbara Holland
Publication Date: 2020
ISBN: 978179984742
Chapter 11 of Barbara Holland's Emerging Trends and Impacts of the Internet of Things in Libraries explores the intersection of augmented reality and gamification. It discusses two libraries at the University of New Hampshire that serve as case studies for combining augmented reality technology with gamification principles to provide entertainment, learning, and practice experiences for their patrons. Through this endeavor, librarians at the University of New Hampshire identified benefits and challenges that arise when implementing gamification strategies through the lens of augmented reality technology.
"Drexel students design Knovel challenge: engineering contest gamifies library resource" by Matt Enis
In Library Journal, Volume 141, Issue 2
Publication Date: February 1, 2016
ISSN: 0363-0277
This article by Matt Enis, published in the February 2016 issue of Library Journal, describes a task undertaken by undergraduate engineering students at Drexel University with the help of a liaison librarian. Together, they had the opportunity to develop science, technology, mathematics, and engineering (STEM) problems for the annual Knovel Academic Challenge. This contest prompts STEM students at universities across the country to solve complex problems. Outside of the challenge, Knovel is a tool that allows students to practice problems that are integrated into their everyday learning and coursework. The Knovel Academic Challenge is one example of building on a pre-existing technology with gamification principles to encourage learning and achievement in college-level students.
"Teaching Case - Read to Win: Using the Game-based System Design Framework to Gamify a Summer Reading Program" by Connie S. Barber and Wenjun Wang
In Communications of the Association for Information Systems, Volume 54, Issue 7
Publication Date: 2024
EISSN: 1529-3181
This article, published in the CAIS journal by two researchers at the University of Arkansas at Little Rock a teaching case of how a hypothetical small-town public library can apply gamification principles to their existing summer reading challenge to bolster engagement school children aged K-6. Here, the authors used their Game-Based System Design Framework (GSDF) to assist the library in overhauling and improving its program. This GSDF framework provides a clear, actionable, step-by-step process that librarians can use as a model for weaving gamification into an existing program.