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

Published: July 29, 2025 | arXiv ID: 2508.00906v1

By: Subaveerapandiyan A , Pragya Lohia , Dattatraya Kalbande and more

Potential Business Impact:

Makes libraries more fun to learn in.

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.

Page Count
19 pages

Category
Computer Science:
Computers and Society