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AzLA Presentation 2014

PowerPoint slides from my 2014 AzLA Presentation on Librarians and gamers.

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AzLA Presentation 2014

  1. 1. Epic Win! What Librarians Can Learn from Gamers
  2. 2. (National Institute of Mental Health, n.d.)
  3. 3. (Cognitive Therapy, 2004)
  4. 4. Depression is merely brain chemistry.
  5. 5. (Danforth & Dehm, 2010)
  6. 6. (McGonigal, 2012)
  7. 7. (McGonigal, 2011)
  8. 8. Happiness is also merely brain chemistry.
  9. 9. • Endorphins • Opioids • Dopamine • Oxytocin • Serotonin • Endocannabinoids • Gamma-Aminobutyric Acid • Adrenaline (Breuning, 2011; Dell, 2005)
  10. 10. Focus on happiness, rather than depression.
  11. 11. Games make us happy.
  12. 12. Four elements common to all games: • A goal • Rules • Feedback • Voluntary participation
  13. 13. Games provide us with unnecessary obstacles that we choose to overcome.
  14. 14. Games provide us with unnecessary obstacles that we choose to overcome.
  15. 15. Games provide us with unnecessary obstacles that we choose to overcome.
  16. 16. Intrinsic vs. extrinsic reward (McGonigal, 2011)
  17. 17. Gamifying the Library Experience
  18. 18. Gamifying the Library Experience • For Librarians
  19. 19. Play Games!
  20. 20. Once upon a parsec, there lived a Pixie. Her name was Dulcinea. She was the shiniest Library worker in the all the ‘verse. One day, while jump-roping through the Labyrinth, She met Darmok and Jilahd. It was awkward. The end.
  21. 21. Gamify your stats!
  22. 22. Gamifying the Library Experience • For Patrons
  23. 23. Scavenger Hunts
  24. 24. QR code scavenger hunt generator from Classtools.net
  25. 25. QR code scavenger hunt generator from Classtools.net
  26. 26. QR code scavenger hunt generator from Classtools.net (Classtools.net, n.d.)
  27. 27. Port Angeles Library / Albertsons scavenger hunt (North Olympic Library System, n.d.)
  28. 28. “I think it’s an interesting, cool idea, and I like the link between a grocery store and early literacy… I think in general, the more present libraries can be in people’s everyday life (like the grocery store), even if it’s just a sign advertising the program is also a good thing, and might have long-term dividends in terms of getting the library ‘out there’. ” (Knight, J., personal conversation, July 18th, 2004)
  29. 29. Alternate Reality Games
  30. 30. Humans vs Zombies!
  31. 31. Bookworm Erwin Magbanua Programming and Special Events Librarian San Diego Public Library Aaron Vanek Executive Director Seekers Unlimited
  32. 32. “It was kind of unusual, because this fake character was starting to develop relationships with the players. Nothing serious, but I started to know a little about their lives, how busy they were, where they worked … roughly what age they were, etc. That couldn’t have happened if I scripted everything ahead of time and let the software handle it.” (A. Vanek, personal communication, August 7th, 2014)
  33. 33. (Vanek & Magbanua, 2014)
  34. 34. (Vanek & Magbanua, 2014; Ayersman, 2014)
  35. 35. “We had around 50 participants, but I believe such a thing is more than just patron counts. When our library commission, Friends group, foundation and others heard about the ARG the response was one of pleasant surprise and excitement because of its innovation and the possibility of bringing in people wouldn’t normally come to the library. I can tell you that many people started seeing the library in a whole different way…”
  36. 36. “… What other library programs have this kind of outcome? In that sense, they are ‘converts’ to the idea that the library is not a passive setting where they come to simply consume information, but participants in how we provide programming and content.” (E. Magbanua, personal communication, August 7th, 2014)
  37. 37. The Epic Win
  38. 38. Epic Win: • An unexpected victory from an underdog • Something fantastic that has worked out unbelievably well • The greatest possible way for man to succeed at anything (from The Urban Dictionary, as cited in McGonigal, 2011)
  39. 39. Characteristics of Epic Wins: • Discovering abilities we didn’t know we had • Upsetting other people’s expectations of what’s possible • Inventing new positive outcomes we hadn’t even imagined before (McGonigal, 2011)
  40. 40. Examples
  41. 41. (Lorimer, 1931)
  42. 42. (LaRue, 2013)
  43. 43. Dave’s Vision for the Future: More Epic Wins!
  44. 44. Create Opportunities to Achieve Epic Wins.
  45. 45. Embrace the concept!
  46. 46. Train!
  47. 47. Go on adventures!
  48. 48. Be excellent!
  49. 49. Continue to Gamify the Library Experience.
  50. 50. Create a persistent, extensible game world.
  51. 51. ^ Broken Bat < Grand Prix Racing Online
  52. 52. Allow users to create characters.
  53. 53. (McGonigal, 2012)
  54. 54. Blackout Rugby
  55. 55. Give them games to play (adventures / quests / missions) (Maricopa County Library District, 2014)
  56. 56. Encourage user-generated content. ^ HabitRPG < SocialWorkout
  57. 57. Make Epic Wins your goal.
  58. 58. Create circumstances under which Epic Wins can happen.
  59. 59. Make them happen! They don’t happen on their own.
  60. 60. Celebrate them!

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