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Elizabeth McMunn-Tetangco - Gamification: A Practical Guide for Librarians

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Elizabeth McMunn-Tetangco Gamification: A Practical Guide for Librarians

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Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services? In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can have an impact in libraries. Everything in this book is presented from a practical point of view email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a projects beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.

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Gamification

Practical Guides for Librarians

Gamification A Practical Guide for Librarians - image 1 About the Series

This innovative series written and edited for librarians by librarians provides authoritative, practical information and guidance on a wide spectrum of library processes and operations. Books in the series are focused, describing practical and innovative solutions to a problem facing todays librarian and delivering step-by-step guidance for planning, creating, implementing, managing, and evaluating a wide range of services and programs.

The books are aimed at beginning and intermediate librarians needing basic instruction/guidance in a specific subject and at experienced librarians who need to gain knowledge in a new area or guidance in implementing a new program/service.

Gamification A Practical Guide for Librarians - image 2 About the Series Editor

The Practical Guides for Librarians series was conceived by and is edited by M. Sandra Wood, MLS, MBA, AHIP, FMLA, Librarian Emerita, Penn State University Libraries. M. Sandra Wood was a librarian at the George T. Harrell Library, the Milton S. Hershey Medical Center, College of Medicine, Pennsylvania State University, Hershey, PA, for over thirty-five years, specializing in reference, educational, and database services. Ms. Wood worked for several years as a development editor for Neal-Schuman Publishers.

Ms. Wood received an MLS from Indiana University and an MBA from the University of Maryland. She is a fellow of the Medical Library Association and served as a member of MLAs Board of Directors from 1991 to 1995. Ms. Wood is founding and current editor of Medical Reference Services Quarterly , now in its thirty-fifth volume. She also was founding editor of the Journal of Consumer Health on the Internet and the Journal of Electronic Resources in Medical Libraries and served as editor/coeditor of both journals through 2011.

Titles in the Series

1. How to Teach: A Practical Guide for Librarians by Beverley E. Crane.

2. Implementing an Inclusive Staffing Model for Todays Reference Services by Julia K. Nims, Paula Storm, and Robert Stevens.

3. Managing Digital Audiovisual Resources: A Practical Guide for Librarians by Matthew C. Mariner.

4. Outsourcing Technology: A Practical Guide for Librarians by Robin Hastings

5. Making the Library Accessible for All: A Practical Guide for Librarians by Jane Vincent

6. Discovering and Using Historical Geographical Resources on the Web: A Practical Guide for Librarians by Eva H. Dodsworth and L. W. Lalibert

7. Digitization and Digital Archiving: A Practical Guide for Librarians by Elizabeth R. Leggett

8. Makerspaces: A Practical Guide for Librarians by John J. Burke

9. Implementing Web-Scale Discovery Services: A Practical Guide for Librarians by JoLinda Thompson

10. Using iPhones and iPads: A Practical Guide for Librarians by Matthew Connolly and Tony Cosgrave

11. Usability Testing: A Practical Guide for Librarians by Rebecca Blakiston

12. Mobile Devices: A Practical Guide for Librarians by Ben Rawlins

13. Going Beyond Loaning Books to Loaning Technologies: A Practical Guide for Librarians by Janelle Sander, Lori S. Mestre, and Eric Kurt

14. Childrens Services Today: A Practical Guide for Librarians by Jeanette Larson

15. Genealogy: A Practical Guide for Librarians by Katherine Pennavaria

16. Collection Evaluation in Academic Libraries: A Practical Guide for Librarians by Karen C. Kohn

17. Creating Online Tutorials: A Practical Guide for Librarians by Hannah Gascho Rempel and Maribeth Slebodnik

18. Using Google Earth in Libraries: A Practical Guide for Librarians by Eva Dodsworth and Andrew Nicholson

19. Integrating the Web into Everyday Library Services: A Practical Guide for Librarians by Elizabeth R. Leggett

20. Infographics: A Practical Guide for Librarians by Beverley E. Crane

21. Meeting Community Needs: A Practical Guide for Librarians by Pamela H. MacKellar

22. 3D Printing: A Practical Guide for Librarians by Sara Russell Gonzalez and Denise Beaubien Bennett

23. Patron-Driven Acquisitions in Academic and Special Libraries: A Practical Guide for Librarians by Steven Carrico, Michelle Leonard, and Erin Gallagher

24. Collaborative Grant-Seeking: A Practical Guide for Librarians by Bess G. de Farber

25. Story-Time Success: A Practical Guide for Librarians by Katie Fitzgerald

26. Teaching Google Scholar: A Practical Guide for Librarians by Paige Alfonzo

27. Teen Services Today: A Practical Guide for Librarians by Sara K. Joiner & Geri Swanzy

28. Data Management: A Practical Guide for Librarians by Margaret E. Henderson

29. Online Teaching and Learning: A Practical Guide for Librarians by Beverley E. Crane

30. Writing Effectively in Print and on the Web: A Practical Guide for Librarians by Rebecca Blakiston

31. Gamification: A Practical Guide for Librarians by Elizabeth McMunn-Tetangco

Gamification

A Practical Guide for Librarians

Elizabeth McMunn-Tetangco

Practical Guides for Librarians, No. 31

ROWMAN & LITTLEFIELD

Lanham Boulder New York London

Published by Rowman & Littlefield

A wholly owned subsidiary of The Rowman & Littlefield Publishing Group, Inc.

4501 Forbes Boulevard, Suite 200, Lanham, Maryland 20706

www.rowman.com

Unit A, Whitacre Mews, 26-34 Stannary Street, London SE11 4AB

Copyright 2017 by Rowman & Littlefield

All rights reserved . No part of this book may be reproduced in any form or by any electronic or mechanical means, including information storage and retrieval systems, without written permission from the publisher, except by a reviewer who may quote passages in a review.

British Library Cataloguing in Publication Information Available

Library of Congress Cataloging-in-Publication Data Available

ISBN 978-1-4422-7913-1 (pbk : alk. paper)

ISBN 978-1-4422-7914-8 (electronic)

Picture 3 The paper used in this publication meets the minimum requirements of American National Standard for Information SciencesPermanence of Paper for Printed Library Materials, ANSI/NISO Z39.48-1992.

Printed in the United States of America

Preface

Gamification , or the application of game attributes to non-game settings, has gained momentum in many fields in recent years, and its easy to see why. After all, anyone who has lost track of time in the middle of a board game or soccer match can testify that games can be highly engaging. Games in libraries are not a new conceptmany libraries provide board and video game collections, and library instruction sessions often include games such as modified versions of Jeopardy! or scavenger hunts designed to teach students about library services.

Gamification takes this promise of engagement one step further to deploy games as tools. The hope is that if something is fun, people will want to do it. This exchange of work for enjoyment, however, opens some gamification initiatives to suggestions of manipulation. Are you returning books on time because you are a responsible library patron, for instance? Or are you just doing it because you want to win points? Worse still, there is an abundance of evidence to show that peoples interest in activities plummets when added rewards are removedeven if those same people had previously been participating in the activities for sheer enjoyment. Games and gamification efforts skate on the blade of these issues, and in planning them, you need to consider why games are a good venue for accomplishing what you want for your library and your patrons.

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