
Game It Up!
Using Gamification to Incentivize Your Library
David Folmar(Author)
Rowman & Littlefield Publishers
Published on 14. August 2015
Book
Paperback/Softback
148 pages
978-1-4422-5335-3 (ISBN)
Description
Using game thinking and game mechanics in non-game settings to promote engagement and learning is a new trend in both business and education sectors. Savvy marketers are gamifying their efforts by offering customers loyalty badges, check-in incentives, and achievement rewards and clever employers are leveraging this new trend to gamify their training and innovation processes. Discover how you can use game design techniques to involve patrons and motivate staff in your library. This primer will walk you through incorporating game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how to gamify the library experience.
This A-Z guidebook covers a range of exciting ways to use gamification in your library. Readers will learn the ins and outs of gamification techniques through projects, such as:
badge hunts for staff orientation;a "face of the library" game for patron services;badges for your programs;augmented reality and a catalog Easter egg hunt;interactive fiction for information literacy education; and,top-down video games for library orientation.
This A-Z guidebook covers a range of exciting ways to use gamification in your library. Readers will learn the ins and outs of gamification techniques through projects, such as:
badge hunts for staff orientation;a "face of the library" game for patron services;badges for your programs;augmented reality and a catalog Easter egg hunt;interactive fiction for information literacy education; and,top-down video games for library orientation.
Reviews / Votes
I enthusiastically recommend the Library Technology Essentials series. Many libraries will want to invest in the entire set as a professional development resource since they will inevitably face some degree of involvement with each of the volume topics. Library technologists will want one of these books at their side as they launch new projects or initiatives. Ellyssa Kroski has shepherded a collection that makes an important contribution to the professional practice of library technology. -- Marshall Breeding, Independent Consultant, Speaker, and Author; editor Library Technology Guide editor, Computers in Libraries columnist, and Smart Libraries Newsletter editorMore details
Series
Language
English
Place of publication
United States
Publishing group
Bloomsbury Publishing Plc
Target group
Professional and scholarly
Dimensions
Height: 229 mm
Width: 152 mm
Thickness: 9 mm
Weight
226 gr
ISBN-13
978-1-4422-5335-3 (9781442253353)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

E-Book
08/2015
1st Edition
Rowman & Littlefield Publishers
€55.99
Available for download

E-Book
08/2015
1st Edition
Bloomsbury eBooks US
€55.99
Available for download
Person
David Folmar is the emerging technology librarian at Richmond Public Library. He holds degrees in MLS, CTS and CMS. He sat on the RVA MakerFest Leadership Committee and has been involved with Coding literacy in the CoderDojo, Indie Game Development, and Independent Filmmaking communities. Folmar is new to Librarianship but has a previous career in audiovisual production and digital communications. He looks for the areas where community engagement, STEAM education, social reasonability, and technology overlap.
Content
Foreword by Ellyssa Kroski
Preface
Acknowledgments
Chapter One: An Introduction to Gamification
Chapter Two: Getting Started with Gamification
Chapter Three: Tools and Applications
Chapter Four: Library Examples and Case Studies
Chapter Five: Step-by-Step Library Projects for Gamification
Chapter Six: Tips and Tricks
Chapter Seven: Future Trends
Chapter Eight: Recommended Reading
Index
About the Author
Preface
Acknowledgments
Chapter One: An Introduction to Gamification
Chapter Two: Getting Started with Gamification
Chapter Three: Tools and Applications
Chapter Four: Library Examples and Case Studies
Chapter Five: Step-by-Step Library Projects for Gamification
Chapter Six: Tips and Tricks
Chapter Seven: Future Trends
Chapter Eight: Recommended Reading
Index
About the Author