Exploring the Role of Gamification in Enhancing Academic Library Services: A Survey of Library Leaders in India

Fuente: arXiv
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Auteurs principaux: A, Subaveerapandiyan, Lohia, Pragya, Kalbande, Dattatraya, Ahmad, Naved, Sharma, Kailash Chand
Format: Preprint
Publié: 2025
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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