Tag Archives: gamification

Tying it all up

We have covered a range of topics since January. From affordance, participate, collaborate, to create, aggregate, and finally to immerse. It’s hard to believe we are winding down. Despite my last post, I am optimistic about the future of social media for information professionals. I recently watched a 2010 TED Talk by game designer Jane McGonigal about how gaming can make the world a better place. I felt that her talk touched on a lot of ideas we have covered in LIBR 559m and helped me draw more connections between them.

So how do immersive worlds facilitate collaboration for information professionals? I think this question can be answered with four points McGonigal highlighted in her talk:

  1. Urgent optimism (gamers develop extreme self motivation, they have a need to act immediately)
  2. Social fabric (gamers are virtuoso’s at weaving a tight social fabric. We like people better after playing a game with them, because we build trust. Through game-play we build strong social ties)
  3. Blissful productivity (we are happier working hard if given the right work, which is why some World of Warcraft gamers dedicate an average of 22 hours a week to games)
  4. Epic meaning (gamers love being attached to awe-inspiring missions. The World of Warcraft wiki is the second largest wiki in the world. “They are bulding and epic knowledge resource about the World of Warcraft”.)

McGonigal suggests gamers can achieve more in virtual worlds than in real life because they receive better feed back in games than they do in real life. To access these skills we need to start making the real world more like a game. Sound familiar? It should: gamification.

For me this video ties it all (most of it) together: as gamers we are participating, collaborating, creating, all the while immersed in a virtual world. We can take the skills and lessons learnt through these experiences and translate them to our real world environment.

Gamification

I casually mentioned to my husband tonight that I needed a quest log for my course work. I play a couple of video games (mostly Skyrim and World of Warcraft) and I love completing tasks and earning achievements—I thrive on it. Just one more quest… I can’t say I have the same enthusiasm for the numerous readings, assignments, and various other components of my classes (did I really just admit that on my blog for one of these said classes?).

He told me that I should look up gamification of homework. Apparently, gamification is a real thing and has been since 2002 when the term was coined by Nick Pelling.

Gamification is the use of game-thinking and game mechanics in a non-game context in order to engage users and solve problems. Gamification is used in applications and processes to improve user engagement, ROI, data quality, timeliness, and learning (Gamification, 2013).

Seth Priebatsch, head of SCVNGR, gave an interesting TED Talk about the game layer back in 2010. He suggests that the last decade was all about the social. There is still a lot to explore, but the basic framework is there. The social layer is about connections. This next decade is about the game layer. The game layer is about influence.

He also talked about four elements of gaming:

  1. The appointment: having to do something at a predefined time, in a predefined place to get a reward(example: happy hour)
  2. Influence and status (example: badges)
  3. Progression dynamic (being only 75% of a full person in LinkedIn)
  4. Communal discoveries: everyone works together to discover something (Digg)

This is something I want to come back to and explore with more of a library professional perspective. I think there are merits to gamifying the library and other organizations and it is worth exploring. For now, excuse me while I go gamify my homework.

Read more on Gamification:


Gamification (2013). In Wikipedia Retrieved February 16, 2013, from http://en.wikipedia.org/wiki/Gamification