Play Activity – Gamification – Week 10

 

What is Gamification?

I found the following definitions from [Gamification Wiki]

“The Gamification Wiki defines Gamification as the infusion of game design techniques, game mechanics, and/or game style into anything. This definition is purposely broad to support the many uses of the word outside of the context of business.”

A few other definitions of Gamification are:

  • Gamification is the use of game design techniques and game mechanics to solve problems and engage audiences
  • Simply put, the term refers to incorporating game elements and mechanics into non-gaming websites and software

[Marketing]  Way for educational institutions and libraries to engage with their users on a deeper level.

Gamification to me would be a great way for educational institutions and libraries to interact with children and young adults and bring back the love of libraries and learning. Gamification would be a great tool for information literacy for kids if it is done correctly otherwise parents would be in an uproar!

 

Reference

Huotari, K., & Hamari, J. (2012). “Defining Gamification – A Service Marketing Perspective”. Proceedings of the 16th International Academic MindTrek Conference 2012, Tampere, Finland, October 3–5.

 

6 Replies to “Play Activity – Gamification – Week 10”

  1. Wow, Jenny this is a really good example of gamification. The fact that it (game) reenforces values of saving a few coins through practical scenarios is really impressive. Now am thinking i should download this app for my daughter too.

    Thanks for sharing this.
    Cheers
    Thadreina

    Like

    1. Hi Thadreina,

      If you want to make sure Coinland is right for your daughter check out the other YouTube video about the game. The following link is a review on Coinland by Channel Nine Morning Show:

      Cheers
      Jenny

      Like

  2. Great example Jenny, I totally agree with the notion of using gamification to interact with children. I would have to say kudos to the Comm bank, they have taken a leaf out of Jane McGonigal’s book by providing an alternate reality game that is engaging but more importantly well designed with high production values.

    Like

    1. Hi Shane,

      Information literacy is so important and I think that libraries and educational institutions need to think outside the box, to make sure we encourage children to enjoy the world of learning and reading. Whoever though of Coinland for the Commonwealth Bank should write a book so we can all learn from them.

      Thank you for sharing Jane McGonigal’s book I will go and read it. I think it will give me more insight into game design.

      Cheers,
      Jenny

      Like

  3. This is a great example to use with young people. A really good find. I can see that gamification in libraries can be used with benefit for students. I am always mindful of its limitations however particularly with older students. Further more, not all institutions have the means (time, money, and men power) to implement gamification programs. I see the potential nevertheless and would love to use it myself.
    thanks

    Like

    1. Hi Andrée,

      I also do not see gamification working in higher education! The library staff and students really do not have the time! I can only see gamification working in public and school libraries. Thanks for your comment!

      Cheers,
      Jenny

      Like

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