Exploring Gamification Strategies for Library Service Design in Chinese Campuses: A Case Study of the Library of Wuhan University of Technology

The purpose of this study is to explore ways to implement gamification strategies in university library services.As a direction for library service design, gamification strategies can create an interactive experience between the library and its users, providing a sense of spiritual pleasure.By integrating gamification into library services, readers can enjoy a better experience when using library services and engaging with their learning environment.The study first reviews theories on gamification strategies in service design.Then, it conducts a case study to identify gamification strategies used in university library services in Europe, America, and China, as well as the current state of gamification models in these services.Based on the basic conditions of the Wuhan University of Technology Library, the study proposes gamification incentive strategies, gamification team strategies, and gamification sustainability and engagement strategies.Design teams then develop gamification library services that connect game elements to students' real-life learning activities.By applying gamification mechanisms to library services, the study suggests that user engagement, retention, and loyalty in university libraries can be effectively increased, while also promoting social interaction and communication.

Authors

Publication Details

Journal
Journal of Digital Media & Culture Technology
Published
2024-12-31
DOI
https://doi.org/10.29056/jdmct.2024.12.03
Primary Topic
Educational Games and Gamification
Type
article
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article

Exploring Gamification Strategies for Library Service Design in Chinese Campuses: A Case Study of the Library of Wuhan University of Technology

Seung In Kim, Yuqi Peng
Journal of Digital Media & Culture Technology
Educational Games and Gamification
article

Exploring Gamification Strategies for Library Service Design in Chinese Campuses: A Case Study of the Library of Wuhan University of Technology

Seung In Kim, Yuqi Peng
article en

Abstract

The purpose of this study is to explore ways to implement gamification strategies in university library services.As a direction for library service design, gamification strategies can create an interactive experience between the library and its users, providing a sense of spiritual pleasure.By integrating gamification into library services, readers can enjoy a better experience when using library services and engaging with their learning environment.The study first reviews theories on gamification strategies in service design.Then, it conducts a case study to identify gamification strategies used in university library services in Europe, America, and China, as well as the current state of gamification models in these services.Based on the basic conditions of the Wuhan University of Technology Library, the study proposes gamification incentive strategies, gamification team strategies, and gamification sustainability and engagement strategies.Design teams then develop gamification library services that connect game elements to students' real-life learning activities.By applying gamification mechanisms to library services, the study suggests that user engagement, retention, and loyalty in university libraries can be effectively increased, while also promoting social interaction and communication.

Journal of Digital Media & Culture TechnologyVol. 4(2)
Openalex Percentile: Top 69%
Educational Games and Gamification
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Exploring Gamification Strategies for Library Service Design in Chinese Campuses: A Case Study of the Library of Wuhan University of Technology — Seung In Kim, Yuqi Peng · Journal of Digital Media & Culture Technology (2024) | TGRS Research Map | TGRS