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Role of Digital Humanities in Libraries: Mapping Gamification Gimmicks.

Authors :
Moid, Abdul
Raza, M. Masoom
Javed, Md.
Jahan, Keshwar
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]

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