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What You Need To Know
Before Gamifying Your Library
Bohyun Kim, Laurie Golden, Nicole Pagowsky,
Carli Spina, Dave Pattern, Kyle Felker, Young
Lee, Annie Pho, Breanne Kirsch
Gamification in Libraries:
Overview
Bohyun Kim
Digital Access Librarian
Florida International University Medical Library
@bohyunkim
http://bohyunkim.net
Gamification in Libraries - Overview
• What is gamification?
• Why do librarians need to care about it?
• Examples outside and inside libraries
• Potential pitfalls
Connect Your Summer
Laurie Golden
Department Head Community Relations
Canton Public Library
@goldenlaurie or @cantonlibrary
Leaderboard
Prizes
Serendipitous Rewards
Sharing
Anchoring the Badge:
Setting Standards for Game-Based
Learning in Library Instruction
Nicole Pagowsky
Instructional Services Librarian
University of Arizona Libraries
@pumpedlibrarian
Gamification of Professional
Development
Carli Spina
Emerging Technologies and Research Librarian
Harvard Law School Library
@CarliSpina
Gamifying the Library
at the
University of Huddersfield, UK
Dave Pattern
Library Systems Manager
University of Huddersfield, UK
@daveyp
Gamifying the Library at the
University of Huddersfield, UK
Dave Pattern
Library Systems Manager
University of Huddersfield
d.c.pattern@hud.ac.uk
17
There are known knowns.There are known knowns.
These are things weThese are things we
know that we know...know that we know...
18
...there is a statistically...there is a statistically
significant link betweensignificant link between
use of the library anduse of the library and
final attainmentfinal attainment
19
Library Impact Data Project
2010/11 + 2011/12 graduates
average number of different
e-resource platforms accessed
in final year of studies
final grade 
20
Library Impact Data Project
2010/11 + 2011/12 graduates
average number of hours
spent accessing
e-resources in final year of studies
final grade 
21
Library Impact Data Project
2010/11 + 2011/12 graduates
average number of items
borrowed over
entire course
final grade 
22
...and we believe we...and we believe we’’veve
found statistically significantfound statistically significant
evidence of a causality!evidence of a causality!
23
Non & Low-Usage Project
...however, a lot of students...however, a lot of students
either never use the libraryeither never use the library
or they underutilize itor they underutilize it
24
NO! NO! NO!NO! NO! NO!
Xavier University of Louisiana Library, New Orleans, USA
25
NO! NO! NO!NO! NO! NO!
University of Huddersfield Library, UK
26
libraries should be fun!libraries should be fun!
Saltire Centre, Glasgow Caledonian University, Scotland
27
libraries should be fun!libraries should be fun!
“Making Visible the Invisible”, Seattle Public Library, USA
28
libraries should be fun!libraries should be fun!
Delft Public Library, Holland
29
www.librarygame.co.ukwww.librarygame.co.uk
www.librarygame.co.ukwww.librarygame.co.uk
31
32
Social Networks
34
35
36
37
• Over 2,000 players
• Over 150,000 library events tracked
• When surveyed, 60% said they felt it had
increased their usage of the library and
85% felt gamification was an appropriate
tool within the context of education
Has it been successful?
39
That’s all...
Thank you for listening!
• http://library.hud.ac.uk/lidp
• http://library.hud.ac.uk/lemontree
• email: d.c.pattern@hud.ac.uk
40
Quests in Library Games
Kyle Felker
Digital Initiatives Librarian
Grand Valley State University
@gwydion9
Chocolate Cake for Breakfast:
A New Recipe for Legal Resource
Orientations
Young Lee
Reference & Electronic Resources Librarian
University of La Verne Law Library
@leebrarian
The Other Side of
Gamification:
Funding and Other Tech Considerations
Annie Pho
Resident Librarian
University of Illinois at Chicago
@catladylib
Breanne Kirsch, Public Services Librarian
University of South Carolina Upstate
@breezyalli
About the Interest Group
• Mission: To discuss and promote game
making within the LITA community.
– Established in 2012.
• Current Chair: Breanne Kirsch
• Current Vice-Chair: Cody Hanson
Group’s Web Presence
• Wiki
– http://gamemakinginterestgroup.wikispaces.com/
• ALA Connect Page
– http://connect.ala.org/node/167042
• LITA’s IG Page
– http://www.ala.org/lita/about/igs/game/lit-iggame
Game Making Information
• Incorporating games into instruction.
• Game making best practices.
• Library game examples.
• Suggested readings.
Meeting at ALA Annual
• Sunday, June 30- 8:30am-10:00am
– McCormick Place Convention Center N133
– See http://ala13.ala.org/node/11062 for
details.
Games in Libraries Books
• Gee, James Paul. What Video Games Have to Teach Us About
Learning and Literacy. New York, NY: Palgrave Macmillan, 2007.
• Kirsch, Breanne (Ed.). Games in Libraries: Essays on Using Play to
Connect and Instruct. Jefferson, NC: McFarland & Company,
Available December 7, 2013.
• McGonigal, Jane. Reality is Broken: Why Games Make Us Better
and How They Can Change the World. New York: The Penguin
Press, 2011.
• Nicholson, Scott. Everyone Plays at the Library: Creating Great
Gaming Experiences for All Ages. Medford, NJ: Information Today,
2010.
• Werbach, Kevin, and Dan Hunter. For the Win: How Game Thinking
Can Revolutionize Your Business. Philadelphia: Wharton Digital
Press, 2012.
Gamification MOOC
• Kevin Werbach, University of Pennsylvania
– Free course through Coursera.
• https://www.coursera.org/course/gamification
– About the course: “This course examines the
mechanisms of gamification and provides an
understanding of its effective use.”
GameRT Programs
• Saturday, June 29
– 1:00pm - 3:00pm- Now Showing @ ALA: Returning
Fire: Interventions in Video Game Culture- S503a
– 3:00pm - 4:00pm- Creating Game-Based
Makerspaces (GameRT Forum)- S106a
• Monday, July 1
– 1:00pm - 2:30pm - With Great Power Comes Great
Responsibility-IRRT Chair's Program- S404a
Contact Information
• Breanne Kirsch-
– bkirsch@uscupstate.edu
– 864-503-5613
– @breezyalli
• Questions???
Resources LibGuide
http://guides.library.harvard.edu/gamification

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What You Need To Know Before Gamifying Your Library

  • 1. What You Need To Know Before Gamifying Your Library Bohyun Kim, Laurie Golden, Nicole Pagowsky, Carli Spina, Dave Pattern, Kyle Felker, Young Lee, Annie Pho, Breanne Kirsch
  • 2. Gamification in Libraries: Overview Bohyun Kim Digital Access Librarian Florida International University Medical Library @bohyunkim http://bohyunkim.net
  • 3. Gamification in Libraries - Overview • What is gamification? • Why do librarians need to care about it? • Examples outside and inside libraries • Potential pitfalls
  • 4. Connect Your Summer Laurie Golden Department Head Community Relations Canton Public Library @goldenlaurie or @cantonlibrary
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  • 10. Anchoring the Badge: Setting Standards for Game-Based Learning in Library Instruction Nicole Pagowsky Instructional Services Librarian University of Arizona Libraries @pumpedlibrarian
  • 11. Gamification of Professional Development Carli Spina Emerging Technologies and Research Librarian Harvard Law School Library @CarliSpina
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  • 15. Gamifying the Library at the University of Huddersfield, UK Dave Pattern Library Systems Manager University of Huddersfield, UK @daveyp
  • 16. Gamifying the Library at the University of Huddersfield, UK Dave Pattern Library Systems Manager University of Huddersfield d.c.pattern@hud.ac.uk
  • 17. 17 There are known knowns.There are known knowns. These are things weThese are things we know that we know...know that we know...
  • 18. 18 ...there is a statistically...there is a statistically significant link betweensignificant link between use of the library anduse of the library and final attainmentfinal attainment
  • 19. 19 Library Impact Data Project 2010/11 + 2011/12 graduates average number of different e-resource platforms accessed in final year of studies final grade 
  • 20. 20 Library Impact Data Project 2010/11 + 2011/12 graduates average number of hours spent accessing e-resources in final year of studies final grade 
  • 21. 21 Library Impact Data Project 2010/11 + 2011/12 graduates average number of items borrowed over entire course final grade 
  • 22. 22 ...and we believe we...and we believe we’’veve found statistically significantfound statistically significant evidence of a causality!evidence of a causality!
  • 23. 23 Non & Low-Usage Project ...however, a lot of students...however, a lot of students either never use the libraryeither never use the library or they underutilize itor they underutilize it
  • 24. 24 NO! NO! NO!NO! NO! NO! Xavier University of Louisiana Library, New Orleans, USA
  • 25. 25 NO! NO! NO!NO! NO! NO! University of Huddersfield Library, UK
  • 26. 26 libraries should be fun!libraries should be fun! Saltire Centre, Glasgow Caledonian University, Scotland
  • 27. 27 libraries should be fun!libraries should be fun! “Making Visible the Invisible”, Seattle Public Library, USA
  • 28. 28 libraries should be fun!libraries should be fun! Delft Public Library, Holland
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  • 38. • Over 2,000 players • Over 150,000 library events tracked • When surveyed, 60% said they felt it had increased their usage of the library and 85% felt gamification was an appropriate tool within the context of education Has it been successful?
  • 39. 39
  • 40. That’s all... Thank you for listening! • http://library.hud.ac.uk/lidp • http://library.hud.ac.uk/lemontree • email: d.c.pattern@hud.ac.uk 40
  • 41. Quests in Library Games Kyle Felker Digital Initiatives Librarian Grand Valley State University @gwydion9
  • 42. Chocolate Cake for Breakfast: A New Recipe for Legal Resource Orientations Young Lee Reference & Electronic Resources Librarian University of La Verne Law Library @leebrarian
  • 43. The Other Side of Gamification: Funding and Other Tech Considerations Annie Pho Resident Librarian University of Illinois at Chicago @catladylib
  • 44. Breanne Kirsch, Public Services Librarian University of South Carolina Upstate @breezyalli
  • 45. About the Interest Group • Mission: To discuss and promote game making within the LITA community. – Established in 2012. • Current Chair: Breanne Kirsch • Current Vice-Chair: Cody Hanson
  • 46. Group’s Web Presence • Wiki – http://gamemakinginterestgroup.wikispaces.com/ • ALA Connect Page – http://connect.ala.org/node/167042 • LITA’s IG Page – http://www.ala.org/lita/about/igs/game/lit-iggame
  • 47. Game Making Information • Incorporating games into instruction. • Game making best practices. • Library game examples. • Suggested readings.
  • 48. Meeting at ALA Annual • Sunday, June 30- 8:30am-10:00am – McCormick Place Convention Center N133 – See http://ala13.ala.org/node/11062 for details.
  • 49. Games in Libraries Books • Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York, NY: Palgrave Macmillan, 2007. • Kirsch, Breanne (Ed.). Games in Libraries: Essays on Using Play to Connect and Instruct. Jefferson, NC: McFarland & Company, Available December 7, 2013. • McGonigal, Jane. Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York: The Penguin Press, 2011. • Nicholson, Scott. Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages. Medford, NJ: Information Today, 2010. • Werbach, Kevin, and Dan Hunter. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press, 2012.
  • 50. Gamification MOOC • Kevin Werbach, University of Pennsylvania – Free course through Coursera. • https://www.coursera.org/course/gamification – About the course: “This course examines the mechanisms of gamification and provides an understanding of its effective use.”
  • 51. GameRT Programs • Saturday, June 29 – 1:00pm - 3:00pm- Now Showing @ ALA: Returning Fire: Interventions in Video Game Culture- S503a – 3:00pm - 4:00pm- Creating Game-Based Makerspaces (GameRT Forum)- S106a • Monday, July 1 – 1:00pm - 2:30pm - With Great Power Comes Great Responsibility-IRRT Chair's Program- S404a
  • 52. Contact Information • Breanne Kirsch- – bkirsch@uscupstate.edu – 864-503-5613 – @breezyalli • Questions???

Editor's Notes

  1. We ’ ve been analysing library usage (and non-usage) data for nearly a decade
  2. Glad to say this sign has gone!