For the purpose of this Digital Artefact, I will now be focusing on the ‘gamification‘ of Bookstagram and the reading process by employing my analytical framework of technology, aesthetics and nostalgia.
In ‘How to Gamify Learning With Design and Technology‘, gamification is referred to as “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals.” I attempted to draw upon this directly in the ideation of my prototypes.
For more insight into how gamification related to the platform of Instagram, I considered the role of technology. The article, ‘Becoming a semiotic technology – a historical study of Instagram’s tools for making and sharing photos and videos‘ was incredibly useful in this effort. The regular updates of Instagram demonstrates that the platform is in a “constant beta version” meaning that users are required to constantly test their accounts against new tools.
Instagram’s algorithm is one of the more prominent tools that users must understand. I have observed through my process of prototyping that ‘challenges‘ hosted by Bookstagrammers are becoming more frequent and are a way of combatting the algorithm.
My aim was to reflect the “easy to use and rewarding to finish” concept of gamification through story templates and posting challenges. By making posting fun, I hoped that users would no longer feel deflated or lacking in inspiration.
As I have recorded significant growth through interacting with reels, I will expand my challenges to this feature.
Ancevska, E 2021, ‘New Instagram Updates and Features for Your 2021 Marketing Campaigns’, Embed Social, weblog post, 6 October, viewed 7 October 2021, <https://embedsocial.com/blog/new-instagram-features/>.
Chen, J 2021, ‘8 Instagram trends to pay attention to in 2021’, Sprout Social, weblog post, 25 March 2021, viewed 7 October 2021, <https://sproutsocial.com/insights/instagram-trends/>.
Cioara, A 2018, ‘How Book Reading Gamification boosted my reading: from 0 to 12 books a year’, Andrei Cioara, weblog post, 22 April, viewed 7 October 2021, <https://andreicioara.com/how-book-reading-gamification-boosted-my-reading-from-0-to-12-books-a-year-8eb40a9c8e43>.
Hopwood, J 2013, ‘The Gamification of Reading’, ALSC Blog, weblog post, 8 June, viewed 6 October 2021, <https://www.alsc.ala.org/blog/2013/06/the-gamification-of-reading/>.
Safak, K, Darjan, H, Janine, J, Dornberger, R 2014, ‘Tourney – How to Gamify Leaning With Design and Technology’, European Conference on Games Based Learning, vol. 2, pp. 812-817, viewed 6 October 2021, <https://www-proquest-com.ezproxy.uow.edu.au/docview/1674246379?accountid=15112&pq-origsite=primo>.
Poulsen, S, V., 2018, ‘Becoming a semiotic technology – historical study of Instagram’s tools for making and sharing photos and videos’, Internet Histories, vol. 2, issue 1-2, viewed 6 October 2021, <https://www-tandfonline-com.ezproxy.uow.edu.au/doi/full/10.1080/24701475.2018.1459350>.