Archive for the ‘Gaming’ Category

15 New Library Tech Stories You May Have Missed

Tuesday, September 6th, 2011

This past week has been a busy one in the library technology realm, be sure you’re caught up on all that’s happening with this roundup of the 15 top stories you might not have seen:

    E-Books

  1. The Evolving Book Group: New Formats Mean More Engagement
  2. Overdrive’s Top 25 Most Downloaded Titles
  3. Integrating Library Borrowing into eReaders
  4. Mobile

  5. A Quick Guide to Creating Library QR Codes
  6. Five Types of “Tips” Nonprofits Can Post on Foursquare Venue Pages
  7. What are mobile friendly library databases offering? A survey
  8. 20 Coolest iPad Ideas for Your Library
  9. Social Media

  10. 15 Case Studies to Get Your Library Director On Board With Social Media
  11. AL Direct – August 31, 2011
  12. Cool Tools: Digital Aids for Staying Organized
  13. 25+ Resources to Create Library Videos
  14. Gaming

  15. Becoming Lore Keepers
  16. Misc.

  17. What IT Professionals Can Learn from Librarians
  18. Practical IT Security In Libraries
  19. Social Metadata for Libraries, Archives and Museums

Please send library and technology related stories for next week’s feature to ellyssakroski@yahoo.com!!!!

7 Things You Should Know About Gamification

Monday, August 15th, 2011

The folks at Educause have put together a new “7 Things” guide, this time describing 7 Things You Should Know About Gamification. “Gamification is the application of game elements in nongaming situations, often to motivate or influence behavior. In business contexts, gamification is used to create an engaging dynamic—such as the points system created by Weight Watchers—and to build brand loyalty.” As usual, the quick reference resource answers the following questions:

  1. What is it?
  2. How does it work?
  3. Who’s doing it?
  4. Why is it significant?
  5. What are the downsides?
  6. Where is it going?
  7. What are the implications for teaching and learning?

Could using games in the digital workspace be Machiavellian?

Monday, August 15th, 2011

Jessica Stillman at GigaOm explores the question: Could using games in the digital workspace be Machiavellian?

“Games, after all, are meant to be fun, so should team members start seeing game elements at work not as tools to help them be happier and more productive, but rather disguised directives from the higher-ups, they might lose some of their charm or even seem a bit sinister (a nasty mix of cheer and repression, like a creepy, aggressive clown).

For those with reservations about the “Machiavellian” aspect of using gamification for collaboration tools, another approach to putting games to use to get teams working better together might be a better fit. Author Dave Gray has a whole book out called Gamestorming, which offering ways to use play and games to help your team communicate better and unleash their innovation potential.”

Finding the Future: Inside NYPL’s All-Night Scavenger Hunt

Tuesday, August 2nd, 2011


Photo by Jonathan Blanc

Stan Friedman at Library Journal offers coverage of Finding the Future: Inside NYPL’s All-Night Scavenger Hunt. This amazing event gathered 500 gamers to “connect to the future through the riches of the past via the tools of today”.

“They came wearing bowties and fancy hats, skinny jeans and peasant blouses. They came armed with smartphones, tablets, and laptops. On the evening of Friday, May 20, 500 young adults gathered at the New York Public Library (NYPL) to do what no one had done before: spend the entire night in one of the city’s great public spaces, indulging in an ambitious, interactive game that would test their collaborative abilities while introducing them to the library’s vast holdings.”

How To: Gamify Your Marketing

Tuesday, July 19th, 2011

Adam Kleinberg, co-founder and CEO at interactive agency Traction writes for Mashable about How To: Gamify Your Marketing. This quick guide outlines the reasons why incorporating game theory into your marketing efforts could prove effective as well as provides practical examples of successful campaigns. The article is organized into the following sections:

  • Who Are Gamers?
  • The What and Why of Gamification
  • Why Gamification Works
  • How Brands Are Gamifying the Customer Experience

How to Use Game Theory to Grow Faithful Followers

Friday, July 1st, 2011


Michael Stelzner at the Social Media Examiner interviews Bart Steiner, CEO of Bulbstorm about How to Use Game Theory to Grow Faithful Followers. If you’re interested in this new trend of leveraging game theory to build community, you’ll want to check out this video.

How To: Start Marketing on SCVNGR

Monday, June 13th, 2011

Lauren Drell at Mashable writes a quick guide to How To: Start Marketing on SCVNGR. SVNGR is a location-based social game similar to Foursqure through which organizations can place challenges at venues for users who earn points and rewards. This brief tutorial discusses the following topics:

  • Make Your Own Campaign
  • Challenges
  • Rewards
  • Treks
  • LevelUp

By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify

Tuesday, April 19th, 2011

According to Gartner, the world’s leading information technology research and advisory company, By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. This is an exciting prediction that will be explored further at the upcoming Enterprise Architecture Summit 2011 in London and San Diego. The press release goes on to suggest that gamified services “for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon”.

“Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change,” said Brian Burke, an analyst at Gartner. “Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization.”

via Peter Alsbjer

Gamify Your Library Fines

Monday, April 4th, 2011

Brian Herzog at the Swiss Army Librarian suggests that libraries start to Gamify Your Library Fines. In this very interesting article, he makes the argument that supporting patrons who don’t incur fines with a reward system is a great way to encourage responsible borrowing.

“The theory, called gamification, is that people enjoy playing games because of the positive reinforcement from doing something well – thus turning something normally punitive, like a speeding fine, into a game of consequences: play badly and get punished, play well and get rewarded. How awesome would it be to do this with library overdue fines?”

6 Top Tech Trends on the Horizon for Higher Education

Wednesday, February 9th, 2011

Ben Wieder at The Chronicle of Higher Education’s Wired Campus blog reports on the 6 Top Tech Trends on the Horizon for Higher Education. The post discusses the 2011 Horizon Report, an annual look at technology trends affecting higher education produced by the New Media Consortium and Educause. Here are the top tech trends to watch:

  1. Mobile Devices
  2. Game-Based Learning
  3. Learning Analytics
  4. Augmented Reality
  5. e-Books
  6. Gesture-Based Computing

How Social Gaming is Improving Education

Monday, February 8th, 2010

quest

Greg Ferenstein at Mashable blogs about How Social Gaming is Improving Education. The article discusses how schools are replacing textbook learning with social video games, and improving learning outcomes.

“Social gaming has a come a long way from the days when a dozen students would squint at a 10-inch screen of Oregon Trail. The 2000s seemed to be the decade of case studies: Bold educators willing to experiment with developing technologies. But now, the involvement of major funders, such as the Bill and Melinda Gates Foundation, points to an industry that is on the cusp of freeing education from its 2D textbook prison.”

5 Reasons for Library Gaming

Friday, August 28th, 2009

Justin Hoenke, Teen Librarian at Cape May County Library, guest posts at Library Garden with 5 Reasons why you should be gaming in your Library. If you’re considering video game programs or circulating video game collections in your library, you will want to check out this article for Hoenke’s reasons:

  1. Welcome to the 21st Century!
  2. Gaming builds community.
  3. You will see all sorts of new people in your library.
  4. You couldn’t ask for an easier way to get teens interested in the library.
  5. The initial cost may be high, but the return investment is priceless.

Gaming & Libraries Library Technology Report

Thursday, July 30th, 2009

levine_ltr1

Jenny Levine has written another comprehensive Library Technology Report on the topic of gaming in libraries. Gaming & Libraries: Learning Lessons from the Intersections takes a look at common themes being shared by librarians and includes five case studies.

Chapter 1: Introduction
Chapter 2: Lessons We’ve Learned from Society
Chapter 3: Libraries, Videogames, and Civic Engagement
Chapter 4: A Powerful Draw Beyond Youth Culture
Chapter 5: The Benefits of a Planned Approach
Chapter: 6 Gaming as Fundraiser
Chapter 7: Conclusion: Finding More Lessons

New Pew Report Shows Adults Are Gamers Too

Monday, December 8th, 2008

The Pew Internet and American Life Project published a report yesterday about Adults and Video Games which states that over half of American adults play video games of some kind. Here are some of their key findings:

  • 53% of American adults aged 18 and older play video games
  • Adults prefer computers as their gaming device while young adults prefer consoles
  • 4 out of 5 young adults play video games
  • 81% of respondents 18-29 years old play games
  • 23% of respondents 65 years old and older report playing games
  • Men are slightly more likely to play digital games than women
  • Urbanites are slightly more likely to play digital games than rural-dwellers
  • 57% of respondents with at least some college education play games
  • 51% of high school graduates play games

Teens, Video Games, and Civics Study

Friday, September 19th, 2008

Pew Internet and American Life releases a new study which shows that nearly all (97%) American teens play computer, console, or cell phone games, and that they allow for significant social interaction and civic engagement. This is the first national study of this kind and included a survey of 1,102 teens aged 12-17. Key findings include:

  • Fully 97% of teens ages 12-17 play computer, web, portable, or console games.
  • 50% of teens played games “yesterday.”
  • 86% of teens play on a console like the Xbox, PlayStation, or Wii.
  • 73% play games on a desktop or a laptop computer.
  • 60% use a portable gaming device like a Sony PlayStation Portable, a Nintendo DS, or a Game Boy.
  • 48% use a cell phone or handheld organizer to play games.
  • 65% of game-playing teens play with other people who are in the room with them.
  • 27% play games with people who they connect with through the internet.
  • 82% play games alone, although 71% of this group also plays with others.

“Longitudinal and quasi-experimental studies have identified a set of civic learning opportunities (such as simulations of civic or political activities, helping others, and debating ethical issues) that promote civic outcomes among youth. Many of these civic learning opportunities parallel particular elements of video game play. We call these elements of game play “civic gaming experiences,” and the survey assesses how many of these experiences teens had. Teens were categorized into three groups—those with the least civic gaming experiences, those with average civic gaming experiences, and those with the most civic gaming experiences. Teens with the most (top 25%) civic gaming experiences were more likely to report interest and engagement in civic and political activities than teens with the fewest (bottom 25%).”