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공공누리This item is licensed Korea Open Government License

dc.contributor.author
Lim, Seong-Kwan
dc.date.accessioned
2024-04-26T07:10:44Z
dc.date.available
2024-04-26T07:10:44Z
dc.date.issued
2023-06-30
dc.identifier.issn
2287-4577
dc.identifier.uri
https://repository.kisti.re.kr/handle/10580/18949
dc.description.abstract
Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.
dc.format
text/plain; charset=utf-8
dc.language.iso
eng
dc.publisher
Korea Institute of Science and Technology Information
dc.relation.ispartofseries
Journal of Information Science Theory and Practice;Volume 11 Issue 2
dc.title
On the Application of Gamification Elements in Libraries
dc.type
Serial
dc.identifier.doi
https://doi.org/10.1633/JISTaP.2023.11.2.1
dc.contributor.approver
KOAR, ADMIN
dc.date.dateaccepted
2024-04-26T07:10:44Z
dc.date.datesubmitted
2024-04-26T07:10:44Z
dc.subject.keyword
playing
dc.subject.keyword
gamification
dc.subject.keyword
library service
dc.subject.keyword
case study
dc.subject.keyword
Korea
dc.subject.keyword
United States of America
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8. KISTI 간행물 > JISTaP > Vol. 11 - No. 2
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