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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Increasing Engagement with the Library via Gamification</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Matthew Barr, Kay Munro, and Frank Hopfgartner University of Glasgow Glasgow</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>One of the main challenges faced by providers of interactive information access systems is to engage users in the use of their systems. The library sector in particular can benefit significantly from increased user engagement. In this short paper, we present a preliminary analysis of a university library system that aims to trigger users' extrinsic motivation to increase their interaction with the system. Results suggest that di↵erent user groups react in di↵erent ways to such “gamified” systems.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Many libraries currently su↵er from a decreasing
number of customers, threatening their main purpose to
serve as a provider of knowledge for mankind. Apart
from the rise of the Internet as a challenging source
of information, an important factor that hinders users
from actively using their library is the lack of
userfriendly graphical user interfaces. As shown in other
domains where information access systems are
deployed, engaging graphical user interfaces play a key
role in motivating users to engage with the content
maintained by these systems.</p>
      <p>
        Kazai et al. [
        <xref ref-type="bibr" rid="ref5">9</xref>
        ] argue that a promising technique to
address this challenge is to adopt gamification.
Gamification refers to the “use of game design elements
in non-game contexts” [5]. In fact, various studies
have been performed that showcase the benefit of
gamification, e.g., in the field of document annotation
[
        <xref ref-type="bibr" rid="ref13 ref15">19, 17</xref>
        ], relevance assessment [
        <xref ref-type="bibr" rid="ref7">11</xref>
        ] or item
recommendation [
        <xref ref-type="bibr" rid="ref6">10, 1</xref>
        ]. Nicholson [
        <xref ref-type="bibr" rid="ref10">14</xref>
        ] argues that if users have
a positive and meaningful game-based experience that
is closely connected to the underlying non-game
setting (the library) then it will result in longer-term and
deeper engagement between participants, non-game
activities &amp; supporting organisations.
      </p>
      <p>
        We argue that it is important to incorporate users’
context when providing gamified information systems.
In order to study this further, we present a
preliminary analysis of users’ engagement with the
LibraryTree system [
        <xref ref-type="bibr" rid="ref9">13</xref>
        ], a gamified web application that aims
to increase engagement with library users by
harnessing gaming techniques to reward elements of library
behaviour and make interactions with the library more
fun. LibraryTree is operated by the library of a larger
British university. The system was deployed over 12
months ago and is actively advertised on the library
website, as well as on posters and flyers that are
displayed in the main library.
      </p>
      <p>The paper is structured as follows. In Section 2, we
discuss related work. Section 3 briefly introduces the
LibraryTree system. Preliminary results of a
transaction log analysis covering six months of user
interaction is presented in Section 4. Section 5 concludes the
paper and provides an outline of future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related</title>
    </sec>
    <sec id="sec-3">
      <title>Work</title>
      <p>This work touches upon two main research topics,
namely the us of gamification to improve user
experience and the impact of context on users’ behaviour
while interacting with information access systems. In
the remainder of this section, we first provide an
overview of gamification and then present related work
in the field of context-based retrieval and
recommendation.
2.1</p>
      <sec id="sec-3-1">
        <title>Gamification for Improving User Experience</title>
        <p>
          Deterding et al. [5] suggest that “gamification is an
informal umbrella term for the use of video game
elements in non-gaming systems to improve user
experience (UX) and user engagement”, while Kapp [
          <xref ref-type="bibr" rid="ref4">8</xref>
          ]
defines gamification as “using game-based mechanics,
aesthetics and game thinking to engage people,
motivate action, promote learning, and solve problems”
while it is ”not the superficial addition of points,
rewards, and badges to learning experiences.” The
LibraryTree system described here aims to avoid such
superficial adornments, with rewards tied instead to
meaningful engagement with the library’s services, and
particular attention paid to highlighting under-utilised
or little understood aspects of the library’s function.
Kapp also points out that many, if not all, of the ideas
now associated with gamification have been used
successfully in some form or another in classrooms before
they were ever assembled under this umbrella. We,
and other proponents of gamification, would argue
that the tried-and-tested nature of these techniques
actually demonstrates their utility - it is merely the
context in which they are being applied that is novel.
        </p>
        <p>A concern that is often overlooked when designing
gamified systems is that of user preference and
personality, and the context in which the player interacts
with the system. Bartle [2], for example, famously
identified four types of personality, each with
di↵erent motivations for playing the Multi-User Dungeon
(MUD) games which Bartle pioneered. For a game to
appeal to all four player types (Killers, Explorers,
Socialisers and Achievers), it must o↵er features that
satisfy each of these various motivations. A game which
appeals only to Killer type players is unlikely to appeal
to players of the Socialiser type, for example.</p>
        <p>
          There is also evidence to suggest that di↵erent
genres of game appeal to di↵erent player personality
types. For example, Peever et al. [
          <xref ref-type="bibr" rid="ref12">16</xref>
          ] found strong
relationships between game genre preference and
personality types, as measured by the five-factor model
of personality. While Park et al. [
          <xref ref-type="bibr" rid="ref11">15</xref>
          ] found no such
correlation between personality type and game genre
preference, they noted that players’ di↵erent
motivations for playing correlated with the personality traits
associated with the five-factor model.
        </p>
        <p>Games, and by extension, gamified systems, are
therefore likely to engage di↵erent users in di↵erent
ways, and to varying degrees.
2.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Users and Context</title>
        <p>In recent years, various studies have been published
that indicate that users’ context play an important
role in the way users interact with an information
access system. The definition of context, however, di↵ers
based on the research questions or hypotheses that are
studied in literature. In this section, we focus on the
main contextual factors that are most important in the
context of library systems, namely access to
domainspecific content, and the level of expertise of users.</p>
        <p>
          Bhavani et al. [3] report that di↵erent search
strategies are required when retrieving domain-specific
content. Similarly, Meij et al. [
          <xref ref-type="bibr" rid="ref8">12</xref>
          ] study di↵erent language
models to improve domain-specific retrieval. Focusing
on recommender systems, Zhang et al. [
          <xref ref-type="bibr" rid="ref17">21</xref>
          ] perform
community topic mining to improve domain-specific
recommendation. All studies are based on the
assumption that the domain to which documents or items
belong to is an important contextual factor that needs
to incorporated when building an information access
system.
        </p>
        <p>
          Focusing on users’ expertise in using search engines
as contextual factor, Halvey et al. [
          <xref ref-type="bibr" rid="ref2">6</xref>
          ] observed that this
context plays an important role in a retrieval task. A
similar study is performed by Scott et al. [
          <xref ref-type="bibr" rid="ref14">18</xref>
          ]. Both
studies indicate that users’ expertise needs to be
considered when developing graphical user interfaces to
support their information seeking task. This
observation is also considered in the field of human-computer
interaction where a specific focus is set on the
di↵erence between novice and expert users. For a detailed
survey, we refer to Cockburn et al. [4].
        </p>
        <p>
          Concluding from these studies, it is evident that
users’ context, e.g., their expertise or the domain they
are interested in, directly influences their search
behaviour, thus indicating the need for context specific
information access systems (e.g., [
          <xref ref-type="bibr" rid="ref3">7</xref>
          ]). Consequently,
treating gamification as a novel method to enhance
user interfaces of information access systems, we argue
that further research is required to study the
importance of context for the development of a successfully
gamified system.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>LibraryTree</title>
      <p>In order to study the role of context for gamified
systems further, we introduce the LibraryTree system.
The system allows students to gain points &amp; badges
(referred to as stamps) for entering the library
building, borrowing &amp; returning books, accessing an
eresource or sharing a review of an item they have read
with friends and classmates. Users can share this
information with their friends via a web interface or a
mobile app. Figure 1 depicts the graphical user
interface, the home page, of LibraryTree.</p>
      <p>While LibraryTree is available to all students,
players must opt in to play the game. Registering to play
the game is a simple process that utilises the
university’s existing user authentication system, making it as
straightforward as possible for students to register and
subsequently log in. The registration process is kept as
brief as possible, but students are required to
configure a range of privacy options that dictate the visibility
of their library interactions and LibraryTree progress.
Information relating to books and other items, library
visits and LibraryTree stamps acquired may be made
viewable by all players, or may be restricted to the
players’ friends or to the player only. Once registered,
players’ interactions with the library are automatically
tracked by the LibraryTree system, requiring no
further action on the part of the player. The balance
struck between ease of use and granularity of privacy
control has, thus far, proved satisfactory.</p>
      <p>A key component of LibraryTree is the progression
visualisation, displayed in the form of a tree - inspired
by that depicted in the university’s coat of arms - on
the right hand side of the interface. As the player gains
points, the tree on their profile page is seen to grow.
Moreover, leaderboards show how the di↵erent colleges
rank against each other. They show the overall points
scored as well as weekly high scorers.</p>
      <p>In order to trigger users’ extrinsic motivation to
interact with the system, LibraryTree allows users to
collect stamps and displays them on their profile page.
Example stamps are depicted in Figure 2. The
system supports a total of 107 stamps covering general
activities such as adding friends, rating books, or
visiting the library building, but also more topic-specific
badges such as borrowing books associated with
individual subjects.</p>
      <p>Where a stamp is awarded based on a series of
interactions - for example, borrowing five items of a certain
type - progress towards this goal is clearly indicated on
the visual representation of the stamp, as shown in
Figure 3. Each stamp is associated with an appropriate
number of points. For example, a player adding their
first friend is awarded five points, while recommending
ten items grants the player 25 points.
During the first six months of operation, 1751
players registered to use LibraryTree. During this
period, 10072 stamps were awarded, the most commonly
awarded of which were related to physically visiting
the library building, or borrowing and returning items.
For example, 1323 players earned the “First of Many”
badge for borrowing their first item, while 1118 players
were awarded the “Let’s have lunch” badge for visiting
the library building five times during lunch hours.</p>
      <p>Engagement with LibraryTree (and, by corollary,
the library management system) varied significantly by
college, as illustrated by the points awarded to
players from each of the four colleges (Arts, Science and
Engineering, Social Science, and Medical, Veterinary
and Life Sciences). A snapshot of activities is depicted
in Figure 4. The mean number of points awarded to
students across all four colleges in this period was 173,
with a median value of 60. Students based in the
College of Arts and College of Social Science, on average,
scored significantly higher, with means of 268 and 235
points, respectively. The mean points awarded to
students in the College of Science and Engineering and
the College of Medical, Veterinary and Life Sciences
were almost identical, at around 109.</p>
      <p>This disparity in apparent engagement with the
LibraryTree system can, in part, be explained by the
nature of the subjects taught in each of the four
colleges. The study of the Arts and Humanities and the
Social Sciences tends to rely more heavily on a broad
range of textbooks and monographs, while the various
Sciences are, perhaps, more concerned with lab work
and online resources that do not require physical
access to the library. These di↵erences exemplify the
e↵ects of user context, of which the player’s College or
discipline is an important aspect.</p>
      <p>The nature of individuals’ engagement with the
LiIn this short paper, we presented a preliminary
analysis on the role of user context of a gamified library
system. We analysed the transaction logfiles over a
period of six months to determine typical user behaviour
patterns, as well as to analyse acceptance of the system
by their users. The results suggest that while the
system has been broadly welcomed by the student body,
there is significant variation in the manner in which
players interact with LibraryTree, in much the same
way as players’ motivations to play traditional video
games varies.</p>
      <p>In particular, we observed significant di↵erences
between di↵erent students from di↵erent colleges of the
university. We argue that this indicates that users’
context, e.g., the subject they are studying, influences
the way they use a gamified system.
[2] Richard Bartle. Hearts, clubs,
diamonds, spades: Players who suit muds.
http://www.mud.co.uk/richard/hcds.htm, 1996.
[3] Suresh K. Bhavnani. Domain-specific search
strategies for the e↵ective retrieval of healthcare
and shopping information. In CHI ’02 Extended
Abstracts on Human Factors in Computing
Systems, CHI EA ’02, pages 610–611, New York, NY,
USA, 2002. ACM.
[4] Andy Cockburn, Carl Gutwin, Joey Scarr, and
Sylvain Malacria. Supporting novice to expert
transitions in user interfaces. ACM Comput.</p>
      <p>Surv., 47(2):31:1–31:36, 2014.
[5] Sebastian Deterding, Dan Dixon, Rilla Khaled,
and Lennart Nacke. From game design
elements to gamefulness: defining ”gamification”.</p>
    </sec>
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