Abstract
Games have become part of libraries’ material and in the same time, libraries have begun to gamify functions in both public and scientific libraries. This chapter discusses, on the one hand, the concept of gamification and how it can be used in libraries. On the other hand, the article considers the importance of games as part of a library collection. Games attract new customer groups and motivate youth to study. According to the authors, gamification can be used, for example, for information retrieval and for teaching the library’s use. They are also well suited for teaching different types of cultural content, such as different genres of literature and the history of music. The advantage of gamification is above all that it motivates users and it makes learning more interesting. On the other hand, games are cultural products and therefore they belong to libraries as much as music or movies.
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Haasio, A., Madge, OL., Harviainen, J.T. (2021). Games, Gamification and Libraries. In: Madge, OL. (eds) New Trends and Challenges in Information Science and Information Seeking Behaviour. Lecture Notes in Networks and Systems, vol 193. Springer, Cham. https://doi.org/10.1007/978-3-030-68466-2_10
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