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Information Journal Paper

Title

Gamifying the library services: A new concept in interacting with users

Pages

  70-79

Abstract

 Background and Aim: Gamification refers to the use of game elements in non-game contexts to motivate engagement. This definition is the most comprehensive one presented so far. The term was proposed first in 2002 but it has been prolonged 8 years to attract individuals’ ’ attention. Gamification has been applied in various contexts according to its capabilities. The current study aims to investigate the concept of Gamification and its dimensions in Library environment. Methods: This study used review method as well as comprehensive and systematic study to assess the concept of Gamification in accordance with Library environment. Results: The results showed that Gamification dimensions could improve the Library functions and users’ loyalty. This could help libraries to solve the “ engagement crisis” . Conclusion: Playful engagement is an important approach to help librarians to attract maximum audience in the new information landscape. To achieve this, Gamification and its elements can play an important role.

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  • Cite

    APA: Copy

    BasirianJahromi, Reza, BIGDELI, ZAHED, HAIDARI, GHOLAMREZA, & HAJIYAKHCHALI, ALIREZA. (2016). Gamifying the library services: A new concept in interacting with users. HUMAN INFORMATION INTERACTION, 3(2 ), 70-79. SID. https://sid.ir/paper/260315/en

    Vancouver: Copy

    BasirianJahromi Reza, BIGDELI ZAHED, HAIDARI GHOLAMREZA, HAJIYAKHCHALI ALIREZA. Gamifying the library services: A new concept in interacting with users. HUMAN INFORMATION INTERACTION[Internet]. 2016;3(2 ):70-79. Available from: https://sid.ir/paper/260315/en

    IEEE: Copy

    Reza BasirianJahromi, ZAHED BIGDELI, GHOLAMREZA HAIDARI, and ALIREZA HAJIYAKHCHALI, “Gamifying the library services: A new concept in interacting with users,” HUMAN INFORMATION INTERACTION, vol. 3, no. 2 , pp. 70–79, 2016, [Online]. Available: https://sid.ir/paper/260315/en

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