游戏化机制在在线图书馆营销中的应用

Mykola Maranchak, Nadiya Maranchak
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引用次数: 0

摘要

本文的目的是强调信息和图书馆行业互联网营销中的有效游戏化机制,以刺激现代定制内容形式或用户生成内容(UGC)的创建,从而提高图书馆官方账号在Web2.0中的地位和有机覆盖率。研究方法遵循理论与实践相统一、系统性、复杂性、认识全面性的一般科学原则。通过在实证和理论研究层面使用一般科学(描述、分析、综合、比较、概括)和特殊(书目、选择性观察、分组、内容分析)方法,促进了这一既定目标的实现。该研究的科学新颖性在于:确定了UGC刺激的游戏化机制,这些机制有助于互联网营销人员在信息和图书馆领域的活动效率;关于使用其他行业认可的游戏化类型的建议,以及在Web2.0中吸引用户与图书馆机构互动的游戏特色。主要结论。图书馆互联网营销人员的首要任务之一是支持与现有客户群的互动,并吸引新用户进入信息和图书馆机构。最新内容格式的使用,以及Web2.0客户参与其创建和分发,都有助于完成这些任务。无论观众是通过游戏化激活、其他机制还是自己的主动性参与UGC的创作,定制内容都会增加那些厌倦了直接广告而没有回应的人对图书馆的信任。游戏化机制只是吸引观众到UGC的可能方式之一,但国际和乌克兰公司的经验证明了它们的有效性,以及任何领域的互联网营销人员使用它们的必要性,包括信息和图书馆行业。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Mechanics Usage for UGC Promotion in Online Library Marketing
The aim of the article is to highlight effective gamification mechanics in the Internet marketing of the information and library industry for stimulating the creation of modern custom content forms, or User Generated Content (UGC), which can improve the position and organic coverage of the official library account in Web 2.0. Research methods were based on general scientific principles of theory and practice unity, systematicity, complexity, cognition comprehensiveness. The achievement of this set goal was facilitated by the use of general scientific (description, analysis, synthesis, comparison, generalization), and special (bibliographic, selective observation, grouping, content analysis) methods at the empirical and theoretical research levels. Scientific novelty of the study consists in the following: identified gamification mechanics for UGC stimulation that contribute to the Internet marketer’s activity effectiveness in the information and library sphere; suggestions for the use of gamification types approved in other industries, and characteristic features of the game in attracting users to interaction with library institutions in Web 2.0. Main conclusions. Among the priority tasks of library Internet marketers is to support the interaction with the existing custom base, and attract new users to information and library institutions. The usage of the latest content formats, as well as the involvement of Web 2.0 customers in its creation and distribution, contribute to these tasks. Regardless of whether the audience is involved in the UGC creation through the gamification activation, other mechanics or its own initiative, the custom content increases the trust in libraries of those people who are tired of direct advertising and do not respond to it. Gamification mechanics are just one of the possible ways to attract an audience to UGC, but the experience of international and Ukrainian companies proves their effectiveness, and the necessity of their usage by Internet marketers of any field, including the information and library industry.
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