Exploring the Role of Gamification in Enhancing Academic Library Services: A Survey of Library Leaders in India
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arXiv
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| Auteurs principaux: | , , , , |
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| Format: | Preprint |
| Publié: |
2025
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| _version_ | 1866913971322224640 |
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| author | A, Subaveerapandiyan Lohia, Pragya Kalbande, Dattatraya Ahmad, Naved Sharma, Kailash Chand |
| author_facet | A, Subaveerapandiyan Lohia, Pragya Kalbande, Dattatraya Ahmad, Naved Sharma, Kailash Chand |
| contents | This study explores the role of gamification in enhancing academic library services in India by surveying library leaders across various institutions. Using game-like elements in non-game contexts, gamification can boost user engagement and improve services such as information literacy and research consultations. Findings reveal moderate awareness and generally positive perceptions of gamification's effectiveness. However, challenges like insufficient staff expertise, infrastructure, and limited funding hinder implementation. The study emphasises the need for additional resources, including staff training and technological upgrades, to unlock the full potential of gamification in academic libraries. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2508_00906 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Exploring the Role of Gamification in Enhancing Academic Library Services: A Survey of Library Leaders in India A, Subaveerapandiyan Lohia, Pragya Kalbande, Dattatraya Ahmad, Naved Sharma, Kailash Chand Computers and Society Digital Libraries Emerging Technologies This study explores the role of gamification in enhancing academic library services in India by surveying library leaders across various institutions. Using game-like elements in non-game contexts, gamification can boost user engagement and improve services such as information literacy and research consultations. Findings reveal moderate awareness and generally positive perceptions of gamification's effectiveness. However, challenges like insufficient staff expertise, infrastructure, and limited funding hinder implementation. The study emphasises the need for additional resources, including staff training and technological upgrades, to unlock the full potential of gamification in academic libraries. |
| title | Exploring the Role of Gamification in Enhancing Academic Library Services: A Survey of Library Leaders in India |
| topic | Computers and Society Digital Libraries Emerging Technologies |
| url | https://arxiv.org/abs/2508.00906 |