Monday, October 20, 2014


Edit: Transcript at

Gamification Chat
Thursday, October 23, 2014 
9pm Eastern/6pm Pacific 
Host: Molly Knapp (@dial_m)
Irrelevant smurfy image
 “Gamification” is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience and user engagement. (Deterding, 2011) A 2013 fact sheet from the Entertainment Software Association reported  more than half of Americans play video games, with an average of two gamers in each game-playing household. Forty percent of all gamers are female, and 49% of gamers are between ages 18 and 49. The average gamer spends 13 hours a week playing video games.

The 2013 Horizon Report lists game-based learning on the two-or-three-year horizon for adoption in higher ed.  So is it any real surprise gaming is creeping into #meded? Apps such as Stanford's Septris and Sicko, JHU's Osmosis, and VisualDX's Mobile quiz  are just a few examples of gamification in medicine. Libraries are trying to adopt the trend as well, a few examples include Library Quest from Grand Valley State University, @jabengston's Zombie Emergency and Citation Tic Tac Toe from James Madison University Libraries.

Are you using games to to teach, build awareness or provide library services? What are the challenges and benefits of incorporating games into education? Has anyone ever defeated the original Teenage Mutant Ninja Turtles for Nintendo? Set down your controller and join #medlibs for a chat on gaming in libraries and medical education.


Join us on Twitter Thursday nights at 6pm Pacific/9pm Eastern time for a 1 hour discussion. Never participated in a Twitter hashtag chat or #medlibs before? Check out this overview and come on in, we are a supportive community and welcome all newcomers.

Hosted by dial_m
image from

No comments:

Post a Comment