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Role of Digital Humanities in Libraries: Mapping Gamification Gimmicks.
- Source :
- DESIDOC Journal of Library & Information Technology; Jul2023, Vol. 43 Issue 4, p249-257, 9p
- Publication Year :
- 2023
-
Abstract
- Libraries have started incorporating game-like elements into their services, while the latter have added gamebased facilities to their collections. Now a days, Gamification is a well-known concept in education and marketing. It entails incorporating game-like features into a certain process. It can serve to attract people's attention, interest them in a specific activity, and affect their behaviour. Gamification can be used to grab library users' attention, engage them in game-like library activities, and impact their overall library user behaviour. Ten years of data from 2013 to 2023 was extracted from Web of Science, and R Software (Biblioshiny) has been used for visualising the extracted data. Findings are mainly based on indicators like-most relevant sources, authors, globally cited documents, affiliations, country scientific production, three field plot, word growth, keyword plus and co-occurrence network. This study emphasises the importance of Gamification in library culture as it motivates users and makes learning more engaging. [ABSTRACT FROM AUTHOR]
- Subjects :
- DIGITAL humanities
DIGITAL libraries
MAP collections
GAMIFICATION
LIBRARY users
Subjects
Details
- Language :
- English
- ISSN :
- 09740643
- Volume :
- 43
- Issue :
- 4
- Database :
- Supplemental Index
- Journal :
- DESIDOC Journal of Library & Information Technology
- Publication Type :
- Academic Journal
- Accession number :
- 171941733
- Full Text :
- https://doi.org/10.14429/djlit.43.04.19233