Gamification in the library: evoking motivation in users
DOI:
https://doi.org/10.5007/1518-2924.2016v21n45p70Keywords:
Gamification, Change Management, User educationAbstract
With the objective of presenting new techniques to boost the information units' services and narrow the ties between libraries and users, the paper presents the gamification as an option to reach these goals. It defines gamification as the application of game mechanisms to everyday tasks and from there presents the game mechanisms used in the process of gamification and the positive aspects of its implementation. It approaches the methodology of gamification proposed by Vianna et al. contextualizing every step with practical examples which are already in use by libraries. It also uses the mentioned methodology as a cultural activity to stimulate reading in libraries.
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Copyright (c) 2016 Adriana Stefani Cativelli, Diego Monsani, Jordan Paulesky Juliani
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