Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries

IF 1.5 4区 管理学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS Information Technology and Libraries Pub Date : 2024-03-18 DOI:10.5860/ital.v43i1.16651
P. Sureephong, S. Chernbumroong, Supicha Niemsup, Pipitton Homla, K. Intawong, Kitti Puritat
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Abstract

This paper investigates the potential of the Gamified Metaverse as a platform for promoting library services. The study compares the effectiveness of a traditional library program with a Metaverse-based library program in terms of knowledge acquisition and library anxiety. The research also examines students’ perceptions of implementing gamification within the context of the Gamified Metaverse platform. A mixed-methods approach was adopted, including pre- and post-test analysis, statistical analysis, and qualitative data collection. The results indicate that both the traditional and Metaverse-based library programs effectively increased the participants’ knowledge, with no significant difference between the two approaches. However, the Metaverse-based program was found to be less effective in facilitating interaction with librarians and reducing library anxiety. Additionally, students expressed positive perceptions of implementing gamification in the Gamified Metaverse platform, finding it engaging and motivating. These findings contribute to the understanding of the effect of the Metaverse as a tool for promoting library services and enhancing knowledge acquisition. However, it is not as effective in reducing library anxiety, particularly in terms of interaction with librarians and staff. It should be noted that the platform may have limitations such as high costs and potential side effects of virtual reality, making it more suitable as an additional tool for promoting library services, taking into account its feasibility and potential benefits for specific student populations and larger libraries.
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探索游戏化元宇宙对学术图书馆知识获取和图书馆焦虑症的影响
本文研究了游戏化 Metaverse 作为推广图书馆服务平台的潜力。研究比较了传统图书馆项目与基于元网的图书馆项目在知识获取和图书馆焦虑方面的效果。研究还考察了学生对在游戏化 Metaverse 平台背景下实施游戏化的看法。研究采用了混合方法,包括前后测试分析、统计分析和定性数据收集。结果表明,传统图书馆项目和基于元数据平台的图书馆项目都有效地提高了参与者的知识水平,两种方法之间没有显著差异。然而,基于 Metaverse 的项目在促进与图书馆员的互动和减少图书馆焦虑方面的效果较差。此外,学生们对在游戏化 Metaverse 平台上实施游戏化表示了积极的看法,认为它具有吸引力和激励性。这些发现有助于人们了解 Metaverse 作为推广图书馆服务和促进知识获取的工具的效果。然而,在减少图书馆焦虑方面,尤其是在与图书馆员和工作人员的互动方面,它的效果并不明显。需要指出的是,考虑到该平台的可行性以及对特定学生群体和大型图书馆的潜在益处,该平台可能存在一些局限性,如虚拟现实的高成本和潜在副作用,因此更适合作为推广图书馆服务的额外工具。
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来源期刊
Information Technology and Libraries
Information Technology and Libraries 管理科学-计算机:信息系统
CiteScore
2.90
自引率
5.60%
发文量
25
审稿时长
1 months
期刊介绍: Information Technology and Libraries publishes original material related to all aspects of information technology in all types of libraries. Topic areas include, but are not limited to, library automation, digital libraries, metadata, identity management, distributed systems and networks, computer security, intellectual property rights, technical standards, geographic information systems, desktop applications, information discovery tools, web-scale library services, cloud computing, digital preservation, data curation, virtualization, search-engine optimization, emerging technologies, social networking, open data, the semantic web, mobile services and applications, usability, universal access to technology, library consortia, vendor relations, and digital humanities.
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