Wednesday Keynote: Libraries as Happiness Engines (Elizabeth Lane Lawley)

World of Warcraft player

Games as happiness engines

Think about these happiness determinants within the library context:

  • Satisfying work
  • Being good at something
  • People we like
  • Part of something bigger

Games = fun = happiness(?)

Virtuality > reality; global mass exodus to virtual worlds; virtual world playmates

Connecting online world to virtual world

Watched Mary Poppins video, “A Spoonful of Sugar”

“Their task is not a grind”

‘grind’ = reference to repetitive task within MMORPGs

grind = meditative(?) — get rewards (gold, etc.)

But grind is not fun in every MMORPG (e.g., Lineage II, where illegal ‘bots’ get the rewards without putting in the effort)

Game mechanics:

  1. Collecting
  2. Points
  3. Feedback
  4. Exchanges
  5. Customization

Games that blur boundaries:

  • Chore Wars — MMO(?) for family where they do chores in the real world to get points online, and points are converted to prizes in the real world. Fun and competitive.
  • Seriosity’s Attent — reduces number of unnecessary emails, because they spend coins (serios) for each recipient of each email they send
  • Social Genius (developed by Elizabeth) (URL?) — applying casual game concepts to get people to recognize their co-workers
  • PMOG — Passively Multiplayer Online Gaming — get points for surfing on websites(?)

Games as Gateway Drugs

  • Guitar Hero encourages people to learn to play guitar for real(?)

Online Rebound:

  • from real to virtual and back again (URL?) — real book used as token to acquire online book
  • LAN Parties — people want real-world connections
  • moo.com cards — we want something tangible — going virtual all the way is death
  • etsy.com — online market place for hand-crafted goods — e.g., woman who sews scrabble books into clothing
  • There is an emotional connection between people, things and spaces — e.g., cafe library — Make your space emotional!

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