Exploring Gamification Strategies for Library Service Design in Chinese Campuses: A Case Study of the Library of Wuhan University of Technology
Year: 2024
Type: article
Abstract: The purpose of this study is to explore ways to implement gamification strategies in university library services.As a direction for library service design, gamification strategies can create an interactive experience between the library and its users, providing a sense of spiritual pleasure.By integrating gamification into library services, readers can enjoy a better experience when using library services and engaging with their learning environment.The study first reviews theories on gamification strategies in service design.Then, it conducts a case study to identify gamification strategies used in university library services in Europe, America, and China, as well as the current state of gamification models in these services.Based on the basic conditions of the Wuhan University of Technology Library, the study proposes gamification incentive strategies, gamification team strategies, and gamification sustainability and engagement strategies.Design teams then develop gamification library services that connect game elements to students' real-life learning activities.By applying gamification mechanisms to library services, the study suggests that user engagement, retention, and loyalty in university libraries can be effectively increased, while also promoting social interaction and communication.
Authors: Yuhao Peng, Seung In Kim
Institution: Hongik University
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: hybrid
OpenAlex ID: W4405901209
