Exploring the Role of Gamification in Enhancing Academic Library Services: A Survey of Library Leaders in India
Subaveerapandiyan A, Pragya Lohia, Dattatraya Kalbande, Naved Ahmad, Kailash Chand Sharma

TL;DR
This paper investigates how gamification can improve academic library services in India, highlighting current perceptions, challenges, and the need for resources to effectively implement game-like strategies.
Contribution
It provides empirical insights into library leaders' perceptions of gamification in Indian academic libraries and identifies key barriers to adoption.
Findings
Moderate awareness of gamification among library leaders
Generally positive perceptions of gamification's benefits
Implementation challenges include staff expertise, infrastructure, and funding
Abstract
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.
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Taxonomy
TopicsEducational Games and Gamification · Wikis in Education and Collaboration · Library Science and Information Literacy
