What are Games and Gamification?

The games culture has grown to include a substantial proportion of the world’s population, with the age of the average gamer increasing with each passing year. A 2012 survey conducted by the Entertainment Software Association showed that the age demographic of game players in the U.S. is split in almost equal thirds with people ages 18-35 representing 31% of gamers, along with roughly equal proportions among those younger than 18 and those older than 35. As tablets and smartphones have proliferated, desktop and laptop computers, television sets, and gaming consoles are no longer the only way to connect with competitors online, making game-play a portable activity that can happen in a diverse array of settings. Game play has long moved on from simply recreation and has found considerable traction in the worlds of commerce, productivity, and education as a useful (and engaging) training and motivation tool. While a growing number of educational institutions and programs are experimenting with game-play, there has also been increased attention surrounding gamification — the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios. Businesses have embraced gamification as a way to design incentive programs that engage employees through rewards, leader boards, and badges, often with a mobile component. Although more nascent than in military or industry settings, the gamification of education is gaining support among researchers and educators who recognize that it is well established that effectively designed games can stimulate large gains in productivity and creativity among learners.r instruments that can teach a user how to operate them.

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(1) How might this technology be relevant to academic and research libraries?

  • Library information services can be awfully dull at times. Especially students are highly open-minded toward games, questionnares, and crowd-sourced activities. So there are at least two aspects of gamification relevant to libraries: 1. Explaining e. g. library services as an interactive game and develop awareness for library-associated topics in society (wonderful example: the award-winning game "Data Dealer" https://datadealer.com/); 2. exploit crowdsourcing methods for libraries (for example http://en.wikipedia.org/wiki/Google_Image_Labeler or the social image tagging game ARTigo https://www.artigo.org/). - mila mila May 4, 2014 - rudolf.mumenthaler rudolf.mumenthaler May 7, 2014 - piguet piguet May 8, 2014 - Sandy.hirsh Sandy.hirsh May 11, 2014
  • I echo the above. Libraries can use gamification methods for bibliographic instruction, not only for students, but also for staff training, and to crowdsource projects. - ellyssakroski ellyssakroski May 7, 2014 - DaveP DaveP May 11, 2014
  • Particularly useful for transition students to HE, orientation, sychogeographies of libraries both physical and digital - DaveP DaveP May 11, 2014
  • Liz Lawley at the rochester Institute of Technology, calls for "gameful libraries" (http://www.slideshare.net/mamamusings/gameful-design-for-libraries) - mstephens7 mstephens7 May 11, 2014

(2) What themes are missing from the above description that you think are important?

  • The role of serious games in handicapped aid. - mila mila May 4, 2014 - rudolf.mumenthaler rudolf.mumenthaler May 7, 2014
  • add your response here

(3) What do you see as the potential impact of this technology on academic and research libraries?

  • Big data and crowdsourced research could change the scientific process fundamentally. It is not only about the results that can be achieved by gamification but also the challenge of how to conceptualise games for optimal learning. - mila mila May 4, 2014
  • I also see this technology would help keep libraries relevant and interesting. - Sandy.hirsh Sandy.hirsh May 11, 2014
  • add your response here

(4) Do you have or know of a project working in this area?