Gamification in e-library services

Gamification is crucial in this digital era since the world is becoming a global village. As a result, libraries need to adjust to this shift and evolve to survive and continue to thrive. Gamification refers to "the use of a pedagogical system developed within the game design but implemented wi...

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Main Authors: Adedokun, Folashade Oyinlola, Ahmad, Norasnita, Miskon, Suraya
Format: Article
Published: University of Nebraska-Lincoln 2021
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Online Access:http://eprints.utm.my/id/eprint/95657/
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spelling my.utm.956572022-05-31T13:04:33Z http://eprints.utm.my/id/eprint/95657/ Gamification in e-library services Adedokun, Folashade Oyinlola Ahmad, Norasnita Miskon, Suraya T58.5-58.64 Information technology Gamification is crucial in this digital era since the world is becoming a global village. As a result, libraries need to adjust to this shift and evolve to survive and continue to thrive. Gamification refers to "the use of a pedagogical system developed within the game design but implemented within a non-game context" (Johnson, Adams,, Cummins, & Estrada, 2014). Gamification, as a concept, is defined as the techniques used in non-game settings (Detreding, Dixon,, Khaled,, & Nacke,, 2011). Gamification has gained popularity during the last decade. It has cut across every aspect of human endeavor. Gamification applied to all fields, such as; health, education, commerce, government, industry, and a few. Gamification is highly applicable in the library that houses all the resources used in all fields of human endeavors. E-library is a type of library that can access anytime and anywhere globally; it has no opening or closing time; instead, it works round the clock. It can also be used by multiple users simultaneously around the world. Despite the benefits of e-library, there are still challenges facing the e-library that are causing the users not to access the e-library, such as maintenance problems, lack of awareness of e-library services of the user, copyright issues, e.t.c. Based on the above challenges, there is a need for the adoption of gamification in e-library services. University of Nebraska-Lincoln 2021-09 Article PeerReviewed Adedokun, Folashade Oyinlola and Ahmad, Norasnita and Miskon, Suraya (2021) Gamification in e-library services. Library Philosophy and Practice, 2021 . pp. 1-10. ISSN 1522-0222
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
topic T58.5-58.64 Information technology
spellingShingle T58.5-58.64 Information technology
Adedokun, Folashade Oyinlola
Ahmad, Norasnita
Miskon, Suraya
Gamification in e-library services
description Gamification is crucial in this digital era since the world is becoming a global village. As a result, libraries need to adjust to this shift and evolve to survive and continue to thrive. Gamification refers to "the use of a pedagogical system developed within the game design but implemented within a non-game context" (Johnson, Adams,, Cummins, & Estrada, 2014). Gamification, as a concept, is defined as the techniques used in non-game settings (Detreding, Dixon,, Khaled,, & Nacke,, 2011). Gamification has gained popularity during the last decade. It has cut across every aspect of human endeavor. Gamification applied to all fields, such as; health, education, commerce, government, industry, and a few. Gamification is highly applicable in the library that houses all the resources used in all fields of human endeavors. E-library is a type of library that can access anytime and anywhere globally; it has no opening or closing time; instead, it works round the clock. It can also be used by multiple users simultaneously around the world. Despite the benefits of e-library, there are still challenges facing the e-library that are causing the users not to access the e-library, such as maintenance problems, lack of awareness of e-library services of the user, copyright issues, e.t.c. Based on the above challenges, there is a need for the adoption of gamification in e-library services.
format Article
author Adedokun, Folashade Oyinlola
Ahmad, Norasnita
Miskon, Suraya
author_facet Adedokun, Folashade Oyinlola
Ahmad, Norasnita
Miskon, Suraya
author_sort Adedokun, Folashade Oyinlola
title Gamification in e-library services
title_short Gamification in e-library services
title_full Gamification in e-library services
title_fullStr Gamification in e-library services
title_full_unstemmed Gamification in e-library services
title_sort gamification in e-library services
publisher University of Nebraska-Lincoln
publishDate 2021
url http://eprints.utm.my/id/eprint/95657/
_version_ 1735386831293251584
score 13.149126