Gamification in Academic Libraries: Augmenting Patron Engagement and Information Literacy

Purpose: This research investigates the influence of gamification on information literacy and user engagement in academic libraries. The emphasis is on the design, execution and outcomes of a gamified intervention intended to enhance interactive learning experiences, patron engagement, information literacy skills, cooperation and competence development. Design/methodology/approach: A dual-method approach is employed, combining a comprehensive literature review with a qualitative case study. Data are gathered from librarians, library users and participants in gamification initiatives using a structured schedule. The collected data are then examined, categorized, presented and interpreted to fulfill the study's goals. Finally, a systematic framework for the introduction of gamification in academic libraries is proposed, aiming to advance user engagement and nurture interactive learning. Findings: The research demonstrates that gamification including challenges and competition-significantly stimulates user engagement with library resources, improves information literacy abilities, fosters cooperation and facilitates the acquisition of new competencies. Digital platforms enhance the efficacy of gamification by making library interventions more captivating and accessible. However, the study highlights challenges related to planning and execution, emphasizing the need for a supportive culture and consideration of varied learning styles. Originality/value: This research investigates transformational relevance of gamification in academic libraries. It proposes four primary concepts for integrating gamification: increasing usage, incorporating growing technologies, obtaining user feedback and managing data privacy. By describing fundamental aspects, primary methods, important implementation areas and intended results, the proposed framework provides as a roadmap for library professionals looking to incorporate gamification into their services. Keywords: Gamification in Academic Libraries, Library User Engagement, Information Literacy Development, Interactive Learning in Libraries, Gamified Library Services, Data Privacy in Gamified Learning, Future of Libraries with Gamification.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-06-30
DOI
https://doi.org/10.5281/zenodo.15824377
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamification in Academic Libraries: Augmenting Patron Engagement and Information Literacy

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Gamification in Academic Libraries: Augmenting Patron Engagement and Information Literacy

article en

Abstract

Purpose: This research investigates the influence of gamification on information literacy and user engagement in academic libraries. The emphasis is on the design, execution and outcomes of a gamified intervention intended to enhance interactive learning experiences, patron engagement, information literacy skills, cooperation and competence development. Design/methodology/approach: A dual-method approach is employed, combining a comprehensive literature review with a qualitative case study. Data are gathered from librarians, library users and participants in gamification initiatives using a structured schedule. The collected data are then examined, categorized, presented and interpreted to fulfill the study's goals. Finally, a systematic framework for the introduction of gamification in academic libraries is proposed, aiming to advance user engagement and nurture interactive learning. Findings: The research demonstrates that gamification including challenges and competition-significantly stimulates user engagement with library resources, improves information literacy abilities, fosters cooperation and facilitates the acquisition of new competencies. Digital platforms enhance the efficacy of gamification by making library interventions more captivating and accessible. However, the study highlights challenges related to planning and execution, emphasizing the need for a supportive culture and consideration of varied learning styles. Originality/value: This research investigates transformational relevance of gamification in academic libraries. It proposes four primary concepts for integrating gamification: increasing usage, incorporating growing technologies, obtaining user feedback and managing data privacy. By describing fundamental aspects, primary methods, important implementation areas and intended results, the proposed framework provides as a roadmap for library professionals looking to incorporate gamification into their services. Keywords: Gamification in Academic Libraries, Library User Engagement, Information Literacy Development, Interactive Learning in Libraries, Gamified Library Services, Data Privacy in Gamified Learning, Future of Libraries with Gamification.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 52%
Educational Games and Gamification
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Gamification in Academic Libraries: Augmenting Patron Engagement and Information Literacy · Zenodo (CERN European Organization for Nuclear Research) (2025) | TGRS Research Map | TGRS