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GAMIFICATION by Serap Kurbaoğlu, Hacettepe University, Turkey
Gamification
• The term gamification was coined by Nick Pelling in 2002
• It became popular in the second half of 2010
Gamification
• Gamification is transferring some of the positive characteristics of a game to
something that is not a game
• Those positive characteristics of a game are often described as “fun” and they
have the effect of engaging game players in the activity
Definition
• Gamification is applying game design to non-game applications to make them
more fun and engaging
• Gamification is integrating game dynamics into your site, service, content … in
order to drive participation or awareness
Benefits
Research has shown that gamification increases
• attention
• participation
• teamwork
• problem solving skills
• user experiences
Elements of gamification
The Piano Stairs https://www.youtube.com/watch?v=2lXh2n0aPyw
Bottle Bank https://www.youtube.com/watch?v=2lXh2n0aPyw
Rubbish bin https://www.youtube.com/watch?v=cbEKAwCoCKw
Zombies Run
Power of Gamification
• When the Piano Stairs were installed in Odenplan, Stockholm, 66 percent
more people chose the stairs over the escalator
• The Bottle Bank Arcade machine was used by nearly one hundred people
over one night. During the same period, the nearby conventional bottle bank
was used only twice
• People are willing to make efforts for fun and do good things at the same
time
Gamification in libraries
• Traditional library services are designed to solve information scarcity by
mediation
• But now information is abundant, and what is precious and scarce is not
information, it is people’s time and attention
• Most critical in the times of abundant information is how to engage people
• Gaming is a proven tool for engagement. This is why gamification is an
important trend in libraries
Librarygame http://librarygame.co.uk/index.html
https://lib.jjay.cuny.edu/sasp/
Murder in the Library
Murder in the Library
Gaming Against Plagiarism - http://digitalworlds.ufl.edu/gap/game2/
Gaming Against Plagiarism - http://digitalworlds.ufl.edu/gap/game1/
Citation game - http://www.lib.jmu.edu/tictactoe/
I’ll get it!
Within Range
MagneticKeyword
Goblin Threat Plagiarism Game
Limits of Gamification
• Gamification alone does not guarantee user engagement or learning
• A clear goal, careful planning, and skillful execution are necessary for the
success of a gamification project
THANKS