I was reading Wired Magazine on the train this morning, specifically Jason Fagone’s interesting account of the “Chain World” videogame, when I stumbled on the reference to “Gamification” :
McGonigal is the foremost evangelist of gamification; she wrote the best seller Reality Is Broken about the world-changing power of games and promoted it on The Colbert Report.
Following up, we do have Jane McGonigal’s book (Reality is broken : why games make us better and how they can change the world / Jane McGonigal / New York : Penguin Press, 2011) at the Concordia U library and you can find her appearance on the Colbert Report online (not available in Canada). Of course, this got me wondering about if and how gamificaiton can be helpful in libraries… and specifically, how the process of gamification can be applied in the context of information literacy programs?
But then, my train reached the terminus and I stumbled into work.