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Libraries & Games are akin to each other

机译:图书馆和游戏彼此相似

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A library can be a place of discovery, collection, curation and learning. In many ways, facets of the traditional library user experience are analogous to games. There are rules of use, challenges, players of different abilities, rule-keepers and obstacles to surmount, even the fact that libraries offer finite resources introduces scarcity into the mix which is a compelling game mechanic. By amplifying some of these inherently game like facets or mechanics, and augmenting them with more explicit interactions that are game-like such as competition and reciprocity we arrive at an experience which is gamified. In gamified experiences we’re using structures that make games work, to catalyse, augment and enhance interactions between patrons and in effect, shape their behaviour to promote positive outcomes.One significant positive outcome of using the game facets above could be promoting the use of the library, another could be sparking social interactions or even getting the patrons to meaningfully connect and contribute to the enrichment of a resource. Incentivising tasks such as reviewing a book which ordinarily have no recognition of a contribution associated with them can also be quite compelling.
机译:图书馆可以是发现,收藏,策展和学习的地方。在许多方面,传统图书馆用户体验的各个方面都类似于游戏。存在使用规则,挑战,能力各异的玩家,规则维护者和克服障碍,甚至图书馆提供有限资源的事实也导致稀缺性,这是一种引人注目的游戏机制。通过放大一些固有的游戏,例如刻面或机制,并通过更明确的交互(例如比赛和互惠)来增强它们,我们获得了一种游戏化的体验。在游戏化的体验中,我们使用的结构可以使游戏发挥作用,促进,增强和增强顾客之间的互动,并有效地塑造顾客的行为以促进积极的结果。使用上述游戏方面的一个重要的积极成果可能是促进对游戏的使用在图书馆,另一个可能是引发社交互动,甚至促使顾客有意义地联系并为资源的丰富做出贡献。激动人心的任务,例如复习通常不认识与之相关的书的书,也可能非常诱人。

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