A library can be a place of discovery, collection, curation and learning. In many ways, facets of the traditional library user experience are analogous to games. There are rules of use, challenges, players of different abilities, rule-keepers and obstacles to surmount, even the fact that libraries offer finite resources introduces scarcity into the mix which is a compelling game mechanic. By amplifying some of these inherently game like facets or mechanics, and augmenting them with more explicit interactions that are game-like such as competition and reciprocity we arrive at an experience which is gamified. In gamified experiences we’re using structures that make games work, to catalyse, augment and enhance interactions between patrons and in effect, shape their behaviour to promote positive outcomes.One significant positive outcome of using the game facets above could be promoting the use of the library, another could be sparking social interactions or even getting the patrons to meaningfully connect and contribute to the enrichment of a resource. Incentivising tasks such as reviewing a book which ordinarily have no recognition of a contribution associated with them can also be quite compelling.
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