Application of gamification to library services: awareness, perception, and readiness of academic librarians in Nigeria

I. Adeyemi, Adedoyin Oluwatosin Esan, Abdul Aleem
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引用次数: 6

Abstract

Purpose Gamification is a growing field of study that has not been touched by Nigerian academic librarians. This study aims to explore the awareness, perception and readiness of academic librarians on the application of gamification to library services. Design/methodology/approach This study adopts an interpretive research design and a qualitative research approach. This involves using semi-structured interviews to collect data for the study. Purposive sampling technique was used to select a sample of 20 participants but only 15 participated in the study. Participants were interviewed on their lived experience as to gamification; hence, phenomenology research method was adopted for the study. Thematic analysis was used to analyze collected data. Findings The findings of the study show that most of the academic librarians in Nigeria were not aware of gamification to library services. However, the few that were aware knew about the gamification of library service through their personal academic reading. It was shown that there is a link between awareness and positive perception of gamification to library services. It was found that most of the academic librarians did not have a positive perception of applying gamification to library services in Nigeria. Results show that important factors to consider in readiness towards application of gamification to academic library services in Nigeria include library management support, librarians’ technical know-how and IT compliance. Originality/value The findings of this study will provide insights as to academic librarians’ awareness, perception and readiness in applying gamification to library services in Nigeria and may provide insights into other developing Africa countries at large.
游戏化在图书馆服务中的应用:尼日利亚学术图书馆员的意识、感知和准备
游戏化是一个不断发展的研究领域,尼日利亚的学术图书馆员还没有接触过。本研究旨在探讨高校图书馆馆员对游戏化应用于图书馆服务的认知、感知和准备情况。设计/方法/方法本研究采用解释性研究设计和定性研究方法。这包括使用半结构化访谈来收集研究数据。采用目的性抽样方法,选取20名参与者,但只有15人参与了研究。参与者接受了关于游戏化的生活经历的采访;因此,本文采用现象学研究方法进行研究。采用专题分析法对收集到的数据进行分析。研究结果表明,尼日利亚的大多数学术图书馆员都没有意识到图书馆服务的游戏化。然而,少数人通过个人学术阅读了解图书馆服务的游戏化。研究表明,游戏化对图书馆服务的意识和积极感知之间存在联系。研究发现,大多数学术图书馆员对将游戏化应用于尼日利亚的图书馆服务没有积极的看法。结果表明,在尼日利亚,在将游戏化应用于学术图书馆服务方面,需要考虑的重要因素包括图书馆管理支持、图书馆员的技术知识和IT遵从性。原创性/价值本研究的结果将提供关于学术图书馆员在将游戏化应用于尼日利亚图书馆服务方面的意识、感知和准备情况的见解,并可能为其他发展中非洲国家提供见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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