Description

Book Synopsis
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 AZ 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;inter

Trade Review
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 editor

Table of Contents
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

Game It Up

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    £43.20

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    RRP £48.00 – you save £4.80 (10%)

    Order before 4pm today for delivery by Thu 18 Jun 2026.

    A Paperback by David Folmar, Ellyssa Kroski

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      View other formats and editions of Game It Up by David Folmar

      Publisher: Rowman & Littlefield
      Publication Date: 1/14/2015 12:08:00 AM
      ISBN13: 9781442253353, 978-1442253353
      ISBN10: 1442253355

      Description

      Book Synopsis
      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 AZ 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;inter

      Trade Review
      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 editor

      Table of Contents
      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

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