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2020 » Papers » Volume 1 » Gamification and games in libraries 1. GAMIFICATION AND GAMES IN LIBRARIES Authors: Haasio Ari, MADGE Octavia-Luciana Volume 1 | DOI: 10.12753/2066-026X-20-012 | Pages: 98-103 | Download PDF | Abstract
In this paper, we discuss about the possibilities of gamification in public and academic libraries. The concept of gamification and its different forms are analyzed based on the previous literature. Gamification can be understood in different ways and used in different forms depending on the target group (e.g. students, children etc.) and the goals we have. These possibilities and types of gamification are introduced in this article by using examples from different libraries.
Our main research questions are: 1)How can the concept of gamification be defined?, 2)What kind of barriers there is against the gamification in libraries? and 3)What are the possibilities and advantages of gamification for libraries?
The article is based on previous studies made about gamification and interviews made with librarians in Finnish libraries. Also different cases how gamification is used to teach e.g. library use and information retrieval is introduced in this article. The examples vary from escape rooms in libraries to gamification in electronic solutions.
The theoretical framework of this article is based on Mih?ly Cs?kszentmih?lyi's Flow theory. Flow can be understood as the state of concentration and engagement that can be achieved when completing a task that challenges one's skills. In libraries gamification makes it possible to get the customers interested in e.g. improving their skills in information retrieval. Gamification improves motivation and makes learning more effective.
The results show that the older librarians are more prejudiced towards the gamification and having games in the library collection. Especially younger customers find the gamification interesting and helpful while learning information retrieval in Finnish libraries. | Keywords
Gamification, Libraries, Information retrieval, Library usage |
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