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2020 » Papers » Volume 1 » GAMIFICATION IN LIBRARIES 1. GAMIFICATION IN LIBRARIES Authors: Ciornei Constantin Volume 1 | DOI: 10.12753/2066-026X-20-011 | Pages: 91-97 | Download PDF | Abstract
This paper proposes a new perspective on the definition itself that describes the current libraries. We are used to the traditional libraries, with imposing shelves of books. The perception of the library services is changing; people want the integration of the services into the virtual world. The internet is the second world, the second life, we are all part of this new kind of world and the library services are taking part in this virtualization. This research analyses the gamification of the libraries, and how this process is present in these institutions. The aim is to approach the new medium from the perspective of young people, video gaming representing a way of meeting other players, creating communities in a virtual world. Some people tend to reject the term gamer, as people that reject this term believe that gamers are different, disconnected from the real world, there is this stigma of being a gamer. In this paper, we will show that gamers can be an important part of the contemporary culture, that they are important for the libraries. The info-documentary structures are part of this main process of technologization, the new technologies are finding their place in our cultural structures. The libraries are nowadays digital structures at the level of collections and services, adapting to the new habits of young information consumers. This research brings out a new perspective on the mission of the libraries, where we should have modern services, there should be full integration of the systems for the digital medium. | Keywords
Libraries, Digital libraries, Gamification, Video games |
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