Volume 3, Issue 2 (9-2016)                   Human Information Interaction 2016, 3(2): 71-79 | Back to browse issues page

XML Persian Abstract Print


Download citation:
BibTeX | RIS | EndNote | Medlars | ProCite | Reference Manager | RefWorks
Send citation to:

BasirianJahromi R, Bigdeli Z, Haidari G, Hajiyakhchali A. Gamifying the library services: A new concept in interacting with users. Human Information Interaction 2016; 3 (2)
URL: http://hii.khu.ac.ir/article-1-2587-en.html
Bushehr University of Medical Sciences
Abstract:   (6631 Views)

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.

Full-Text [PDF 677 kb]   (2642 Downloads)    
Type of Study: Applicable | Subject: Special

Add your comments about this article : Your username or Email:
CAPTCHA

Send email to the article author


Rights and permissions
Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

© 2024 CC BY-NC 4.0 | Human Information Interaction

Designed & Developed by : Yektaweb