Beyond gamification: Configurational pathways to effective reading promotion

Libraries worldwide are increasingly adopting gamified and entertainment-oriented strategies to engage youth readers, sparking an ongoing academic debate about “service alienation”—the risk that innovation-driven programming may drift from the library's core literacy mission. This tension remains largely unresolved at the empirical level: it is unclear whether gamified, “alienated” activities genuinely undermine reading promotion effectiveness, or whether they represent a legitimate and complementary pathway alongside substantive, content-driven approaches. This study investigates which causal configurations of program characteristics produce effective reading promotion, what role gamification and entertainment elements play within those configurations, and how Chinese libraries should strategically balance the two approaches. Using fuzzy-set qualitative comparative analysis (fsQCA) on 30 cases—19 Chinese gamified initiatives and 11 IFLA Marketing Award-winning substantive programs—six key conditions were systematically compared: gamification degree, entertainment elements, social media engagement, deep content relevance, author/expert involvement, and community co-creation. The analysis identifies four distinct configurational pathways to effectiveness: the Pure Gamification, Social-Gamification, Content–Community, and Pure Content-Oriented models. While substantive content and community co-creation remain the primary drivers of sustained engagement, gamification proves effective when integrated with social interaction—and is not inherently alienating. In conclusion, these findings provide library administrators with an evidence-based diagnostic framework to strategically balance attention-grabbing innovations with the core mission of fostering deep and lasting reading habits.

Authors

Institutions

Publication Details

Journal
IFLA Journal
Published
2026-05-09
DOI
https://doi.org/10.1177/03400352261448773
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Beyond gamification: Configurational pathways to effective reading promotion

Rende Li, Miaomiao Guo
IFLA Journal
Educational Games and Gamification
article

Beyond gamification: Configurational pathways to effective reading promotion

Rende Li, Miaomiao Guo
article en

Abstract

Libraries worldwide are increasingly adopting gamified and entertainment-oriented strategies to engage youth readers, sparking an ongoing academic debate about “service alienation”—the risk that innovation-driven programming may drift from the library's core literacy mission. This tension remains largely unresolved at the empirical level: it is unclear whether gamified, “alienated” activities genuinely undermine reading promotion effectiveness, or whether they represent a legitimate and complementary pathway alongside substantive, content-driven approaches. This study investigates which causal configurations of program characteristics produce effective reading promotion, what role gamification and entertainment elements play within those configurations, and how Chinese libraries should strategically balance the two approaches. Using fuzzy-set qualitative comparative analysis (fsQCA) on 30 cases—19 Chinese gamified initiatives and 11 IFLA Marketing Award-winning substantive programs—six key conditions were systematically compared: gamification degree, entertainment elements, social media engagement, deep content relevance, author/expert involvement, and community co-creation. The analysis identifies four distinct configurational pathways to effectiveness: the Pure Gamification, Social-Gamification, Content–Community, and Pure Content-Oriented models. While substantive content and community co-creation remain the primary drivers of sustained engagement, gamification proves effective when integrated with social interaction—and is not inherently alienating. In conclusion, these findings provide library administrators with an evidence-based diagnostic framework to strategically balance attention-grabbing innovations with the core mission of fostering deep and lasting reading habits.

IFLA Journal
University of Shanghai for Science and Technology (CN)
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Beyond gamification: Configurational pathways to effective reading promotion — Rende Li, Miaomiao Guo · IFLA Journal (2026) | TGRS Research Map | TGRS