Enhancing Library Engagement: Utilizing Virtual Reality and Gamification for Informative Experiences

Libraries play an important role in supporting learning and research, but many libraries are currently facing issues such as decrease in visitor numbers due to lack of innovation in information services. To address this issue, this study developed a Virtual Reality (VR) application with gamification elements to attract the interest of the younger generation and improve literacy. Virtual Reality technology allows users to explore the library environment immersive and participate in missions that depict librarian activities, such as searching for scattered books. In addition, this application also presents information about tourist locations around the library, enriching the user experience with educational content. The research methodology includes literature study, prototype design, technology selection, content development, gamification integration, and user testing. The results of the development show that this VR application not only attracts users' attention seen from the increasing number of library statistics visits. This study concludes that the application of Virtual Reality technology and gamification has great potential in creating dynamic and inspiring learning experiences, as well as contributing to increasing literacy among the younger generation.

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Publication Details

Published
2025-05-20
DOI
https://doi.org/10.1109/ecti-con64996.2025.11101270
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Enhancing Library Engagement: Utilizing Virtual Reality and Gamification for Informative Experiences

Andre Kurniawan Pamudji, Agus Cahyo Nugroho, Yohanes Stanley Valentino
Educational Games and Gamification
article

Enhancing Library Engagement: Utilizing Virtual Reality and Gamification for Informative Experiences

Andre Kurniawan Pamudji, Agus Cahyo Nugroho, Yohanes Stanley Valentino
article en

Abstract

Libraries play an important role in supporting learning and research, but many libraries are currently facing issues such as decrease in visitor numbers due to lack of innovation in information services. To address this issue, this study developed a Virtual Reality (VR) application with gamification elements to attract the interest of the younger generation and improve literacy. Virtual Reality technology allows users to explore the library environment immersive and participate in missions that depict librarian activities, such as searching for scattered books. In addition, this application also presents information about tourist locations around the library, enriching the user experience with educational content. The research methodology includes literature study, prototype design, technology selection, content development, gamification integration, and user testing. The results of the development show that this VR application not only attracts users' attention seen from the increasing number of library statistics visits. This study concludes that the application of Virtual Reality technology and gamification has great potential in creating dynamic and inspiring learning experiences, as well as contributing to increasing literacy among the younger generation.

Chaoyang University of Technology (TW), Soegijapranata Catholic University (ID)
Openalex Percentile: Top 78%
Educational Games and Gamification
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