确定游戏化在公共图书馆吸引观众方面的应用

Libri Pub Date : 2024-06-17 DOI:10.1515/libri-2023-0123
Ahmadreza Varnaseri, Sajjad KhademiZare, Niloufar Bayati
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引用次数: 0

摘要

摘要 游戏化已成为在不同环境中激励参与和增强体验的一种吸引人的方法。本研究旨在确定游戏化在公共图书馆吸引读者方面的潜在应用。通过对游戏化专家进行半结构式访谈,采用目的取样和滚雪球取样的方法收集数据,并进行主题分析,揭示了 16 个主要主题和 56 个次要主题。我们的研究结果表明,游戏化在提高阅读率、帮助组织有趣的活动/挑战、改善互动性、图书借阅流程、图书馆吸引力、项目认知度、用户体验、教育活动、品牌忠诚度、参与性/志愿者活动、读者引导、图书搜索、资源回报、市场营销以及公共图书馆的科学/经济产出等方面具有潜力。这项研究强调了游戏化在推动公共图书馆发展和改善图书馆服务方面的基础性和影响力。一个专门的游戏化平台和系统可以使图书馆吸引馆员访客,还需要进一步的研究来继续积累这一新兴领域的知识。
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Identifying the Applications of Gamification for Audience Attraction in Public Libraries
Abstract Gamification has emerged as an engaging approach to motivate participation and enhance experiences in diverse contexts. This study aimed to identify potential applications of gamification for attracting audiences to public libraries. Data was collected through semi-structured interviews with gamification experts, using purposive and snowball sampling, with thematic analysis revealing 16 main themes and 56 sub-themes. Our results show the potential of gamification to increase reading rates, help organize interesting events/challenges, and improve interactivity, the book lending process, library appeals, program awareness, user experience, educational activities, brand loyalty, participatory/volunteer activities, patron guidance, book searching, resource returns, marketing, and scientific/economic outputs in public libraries. This study highlights the fundamental and influential role of gamification in advancing public libraries and improving services in libraries. A dedicated gamification platform and system could enable libraries to engage librarian visitors, with further research needed to continue building knowledge in this emerging area.
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