IATUL News Alerts
Harnessing the power of game dynamics: Why, how to, and how not to gamify the library experience
Monday, 1 October 2012 3:01:14 p.m.
There is a lot of talk about games at libraries. Public libraries in particular have been active in incorporating videogames in their programs and collections.2 Academic libraries have been much less likely to create a videogame collection or offer gaming-related programs or services. However, gaming is no longer a distant topic to academic libraries.
The 2012 Horizon Report predicted that game-based learning is on the two-or three- year horizon for adoption in higher education. Some academic libraries are already moving in this direction. University of Huddersfield Library in the UK has built a game targeting library users called “Lemon Tree.” The North Carolina State University (NCSU) Libraries enlivened their orientation program by adding gaming elements and created the NCSU Libraries’ Mobile
Go to source: http://crln.acrl.org/content/73/8/465.full.pdf+html