A Game for the Library: Encouraging Young Infovores

The challenge

Design a fun way for children to get to know their library, their taste in books, and their own love of learning.

The tools

A computer game played with a simple controller, a library-card-keyed character account, parental assertion of having read books, and a kids' library layout which acts as a kind of Alternate Reality Game(ARG) to the computer interface. Potentially a remotely playable version.

The game

An exploratory, Castle Infinity-style environment with action and puzzles of various sorts, and on-topic books lying about to be found. Sample areas include Dinosaur Land, Robot Factory, Princess Castle, Knights' Barracks, Science Lab, Math Plane, Planetarium, Sportsville, etc. That determines the broad style. The specific genre - fiction, nonfiction, etc - is determined by the sorts of games played in that area. For example, the part of the Robot Factory where assembly takes place is going to lead to nonfiction on robots, and the part where the robots play with the user is in the fiction section.

Finding a book is like finding half a key. In order to progress, they might have to read the book. In-game, they might see an excerpt or introduction, and if they don't like it, they can ask for a different half-a-key. They can also ask for harder or easier reading, which will adjust their level accordingly. Books are picked both on user preference history and Amazon-style 'other users who liked this liked x'. Books aren't just boring keys, though; a book on chemistry might turn into an explosive to be used to clear an obstacle, or a book on dinosaurs could teach you to ride a particular dinosaur in an area. Feedback from this and the ARG will update player level(making new areas accessible), reading level(making new books accessible), etc. The system will also keep track of the books that have been read and the books that the player has enjoyed.

The ARG

The library's layout mirrors the game's layout as much as possible, bringing in characters, landmarks, and color cues from the game world. This helps children find books easily. Reading the book(and getting a parent to sign off on it via a web site or in-game action) ties this back into the computer game. Enjoyment/rating is also provided, and book length is taken into account.

Option: Rather than requiring parental approval, the game can ask comprehension questions based on the content of the book. It might be a good idea to do this anyway as the act of using the 'whole key' of the book.

A possible third part

The player's avatar is playable remotely in a different sort of game which uses the player's character level and 'points' in each area(science, math, space, dinosaurs, princesses, etc). For example, a role-playing game or a different platformer, more focused on point-driven activities like combat or negotiation.

The rewards

  • Immediate rewards from the enjoyment of a video game
  • Jumping, defeating enemies, solving puzzles, finding tokens, using tokens
  • Medium-term rewards from the enjoyment of reading matched to skill level and interest
  • Longer-term rewards as reading level improves and recommended books satisfy
  • Interim timing rewards are provided by Trophies: X books read, X areas explored, 15 Wotsits jumped on, X books in each area read, and so on.
  • Reading lists and accomplishments can be printed out on color certificates suitable for refrigerator posting.
  • Programs can be established with local schools and businesses to recognize achievement
  • etc...

Additional thoughts

Character customization. Let's provide 'parts' that can be found or rewarded and used to customize your avatar. In fact, let's borrow as much from Castle Infinity as possible, eh?

Big questions

Should this game be multiplayer? If so, should it be multiplayer across libraries? Should it allow free chat, or just symbol chat or sentence-manufacture? The ESRB says "Experience may change during online play" for a reason...

What about privacy? Is it bad to keep track of the books a kid has read? What if they're encrypted by the library? What if they're encrypted by a user's secret? What if they're stored offsite and encrypted? What if it's opt-in? What if the recommendation system is anonymous? What if books are one-way hashed, so the titles and other data are inaccessible, but each book is still uniquely identifiable? What if they're stored on the library card itself, or on a provided SD card? There are many questions about this that seem need an answer from the ALA. Losing this won't neuter the game, but it will make it less effective.

Can characters be moved from library to library if a player moves? Will there be balance issues between libraries?

How much content will need to be created to keep players of all skill levels from getting bored? See the Lost Garden review of Knytt for more on this. What about player-created or librarian-created content? How much involvement should the makers of this game have in its deployment?

How much violence is reasonable for this game? Mario-level? Less? Should death even be a concept? Again, refer to Knytt and C8.

Inspired by a conversation with Melissa Houlroyd.

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Joe Osborn 2007-12-20

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