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1 Copyright © 2013 Tata Consultancy Services Limited Game is on!! Gamification: A Heuristic Approach For New Age Patrons For Increased Use Of Library Services And Resources Authors: Raghavendra Patil & Hemanthachar B Tata Consultancy Services Limited, Bangalore
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May 25, 2020

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Page 1: Game is on!! Gamification: A Heuristic Approach For New ...events.iitgn.ac.in/2017/CLSTL/wp-content/uploads/... · Gamification: Gamification is an approach to increase the library

1 Copyright © 2013 Tata Consultancy Services

Limited

Game is on!!

Gamification: A Heuristic Approach For New Age Patrons For

Increased Use Of Library Services And Resources

Authors:

Raghavendra Patil & Hemanthachar B Tata Consultancy Services Limited, Bangalore

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Introduction

Games:

A fun element with competition, played with rules elevates one’s

morale and social status and self esteem, makes one to achieve the

accomplishment.

Imagine if Library users are engaged with Games like crossword,

Quizes and Treasure Hunt in Library Building, review writing Users

will be relaxed from there regular routine and there will be a gradual

increase in Library usage.

Gamification:

Gamification is an approach to increase the library users, is

application of game and game-design principles in non-game

contexts. Many of them assumed that Gamification to be

implemented through Programme Based Learning, But Gamification

can be implemented by deploying simple game mechanics in routine

task. [1]

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Why Gamification?

o Awareness about Library resources and

Services.

o Gradual increase in Library visitors and

Number books borrowed/ resources accessible.

o Better access to Library resources through

challenges

o Better learning experience for users

o Recognition for users from Library through

Badges, Leaderboard.

o Better brand management.

o Better ROI

o Good recall and Retention of users & Chain of

usage patterns

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Steps for Gamification

Goals

Players

System

Action

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Early adopters of Gamification in Organizations /

Libraries

Some of the Libraries have adopted Gamification approach to increase the usage of Library resources.

Guldborgsund Public Library:

Guldborgsund Public Library had started a project "Hidden Treasures", Guldborgsund Public Library had

invited local citizens and visitors of the city to take part in this project. Through their smart phones treasure

hunters have to search the place of the city and it was an different experience for them know much more

stories about their own place, participants will be rewarded through badges when they finish the challenge.[2]

An Example for basic technological adoption.

Quest of the Celestial Dragon:

Quest is a narrative story written behind the collectible cards, Childrens are encouraged to borrow more

books, for each book they will be rewarded with when they collect all the 60 cards, then they can read the

whole story. This became huge success, children encouraged each other to collect cards.[2]

An Example for simple gamification system

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Reward System

Reward stimulates & motivates human beings to learn more or

to know more or to be more participative:

Intrinsic Rewards: Enjoying the activity or a game without

the need of rewards. [3]

Extrinsic Rewards: Credits & miles, Badges, Lead points,

Karma Points, Early birds, Star Collaborators, Toppers, Gift

vouchers, other monitory methods.

Gamification combines both extrinsic reward & serves as a

triggering element of intrinsic motivation.

Gamification

Intrinsic Motivation

Extrinsic Motivation

Extrinsic Motivation

• Points

• Level

• Badges

• Quests

• Leader-boards

• Prizes

• Money

• Gold stars

• Progress bars

• Smileys

Intrinsic Motivation

• Belonging

• Autonomy

• Power

• Mastery

• Meaning

• Learning

• Self-Knowledge

• Love

• Fun

• Satisfaction

Friend Lead Patron Champion Grand Master

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Proposed Hybrid Gamification Method for Libraries

Types of Approaches:

Simple Approach

Technology Based Approach

Simple Approach:

BYB- Bring your buddies

Treasure hunts/Scavanger hunts

Top Reads/Top Readers

Crossword

Mindworks/Quizes

Blogs/Posts

Rewards are tabulated manually and rewards will be given based on final ranking/points.

Technology Based Approach: Use of Mobile apps and web based tools: is more of real time scenario where

in reward points will motivate the users to keep a track of their points & triggers others to be the part of the

whole game scenario.

Can also integrate with LMS, based on feasibility and keep a track of usage pattern and sentimental analysis.

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User Engagement

USER

Social/KM platform

Library Visit

Lending

Help desk

Outreach

Book Review

Gamification

Gamification

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Steps Involved in Awarding Reward Points

Gamification Tool :

Input Sheet:

1. Integrating Circulation report (Issue/Renewal/Return), Number of queries raised and Number of Events

attended in one excel sheet

2. Data Type Selected are User ID, User Name and Type of activity.

3. For each Transaction / Queries raised / Events user will get One reward point.

4. Reward points will be calculated on the number of times user participated in Library services

5. Removed Duplicates from User ID and Reward Points column

6. Rank will be awarded as per reward points scored

7. Rank column should sort in Ascending order

Output Sheet:

1. In Output sheet Leader Board and Chart has been displayed

2. Here we considered Top 5 users as per there rank

3. For each rank a Badge has been awarded for their performance in the week.

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Dash Board of Gamification Tool

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Conclusion

Gamification is one of the effective ways to motivate users and not

necessarily only method.

An Integrated platform for the Effective gamification of the Library

activities and services will yield better result orientation.

One can start the gamification with simple approach rather than focusing

on Technology platforms.

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References

1 Narayanan, Akila. (2014). Gamification for Employee Engagement. Retrieved from

http://techbus.safaribooksonline.com/book/management/9781783001347

2 Holmquist, Jan. (2016). GAMIFICATION AND LIBRARIES: TOOLS AND EXAMPLES. Retrived from

https://janholmquist.net/2016/01/20/gamification-and-libraries-tools-and-examples/

3. Popova, Maria (2013) Autonomy, Mastery, Purpose: The Science of What Motivates Us, Animated

Retrived from https://www.brainpickings.org

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Thank You