Summary
"Games can seemingly do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach and encourage the use of particular areas and services? In this book, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can affect libraries. Everything in this book is presented from a practical point of view--email templates, real-life examples, and scenarios. Games have a lot of potential for use in many different library services, and this book will help you decide how they will work best. Gamification: a practical guide for librarians will help you develop, implement, and evaluate game-style projects--from first seeds to eventual maturation--at your library."--Page [4] of cover.