Author Name: Kanchan Dixit
Paper id: 25101
Abstract:
Gamification in library services is frequently examined to enhance user engagement, learning, and information literacy, and has been a prominent subject of inquiry in educational and psychological literature. Gamification denotes incorporating game components, such as points, badges, or leaderboards, into non-game contexts, and is sometimes used interchangeably with serious games, game-based learning, and related terminology. Although extensive research has been conducted in education, gamification remains in its infancy within the library sector. This page consolidates the literature on gamification in libraries, encompassing theoretical and practical frameworks and instances of gamified activities in various library types and sectors. The article lays out the prospective benefits of gamification, like cranking up user engagement, boosting research skills, and levelling up digital literacy, while also throwing in a few party poopers, such as teaching principles and user values that might not be on board with the fun and games. This paper helps libraries ponder the art of gamification, especially by sharing best practices that embrace the unique quirks of library users as key players in the ever-changing digital playground


