Investigating gamification services of university libraries in China

Lei Zhou, Yanni Yang
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Abstract

Purpose This study aims to analyze the construction of gamification service in university libraries in China and to help university libraries improve service and user experience. Design/methodology/approach This study took 147 university libraries in China as research object, analyzed the gamification services announced by these libraries on official websites, Weibo, WeChat and other platforms during the period from July 1, 2021 to August 20, 2022, and investigated the gamification services from the four aspects of functions, forms, game elements and mechanisms. Findings The results show that the gamification service of university library in China is often used in the popularization of scientific and cultural knowledge, information literacy education, reading promotion, library service promotion and library entrance education. Questions and answers, points contests, passing the game level and treasure hunting are common forms of games. At the same time, many gamification services combine game elements such as points, leaderboards and grades with the game mechanism to enhance readers’ participation. Originality/value This study investigates gamification services of university libraries in China and provides suggestions for optimizing gamification services, which can provide reference for libraries in China and other countries.
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中国高校图书馆游戏化服务现状调查
目的分析中国高校图书馆的游戏化服务建设,为高校图书馆提高服务质量和用户体验提供参考。本研究以国内147所高校图书馆为研究对象,分析了这些图书馆在2021年7月1日至2022年8月20日期间在官网、微博、微信等平台上发布的游戏化服务,并从功能、形式、游戏元素和机制四个方面对游戏化服务进行了调查。结果表明:中国高校图书馆的游戏化服务在科学文化知识普及、信息素养教育、阅读推广、图书馆服务推广和入库教育等方面运用较多。问答、积分竞赛、通关和寻宝是常见的游戏形式。同时,许多游戏化服务将积分、排行榜、等级等游戏元素与游戏机制相结合,提高读者的参与度。本研究对中国高校图书馆的游戏化服务进行了调查,并提出了优化游戏化服务的建议,可为国内外图书馆提供参考。
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