Volume 13, No 1, 2016

Gamification in library websites based on motivational theories

Zahed Bigdeli, Gholamreza Haidari, Alireza HajiYakhchali and Reza BasirianJahromi


Gamification is defined as “the use of game elements and techniques in non-game contexts”. In fact, this definition is the most comprehensive one presented so far. This concept emerged first in 2002 but it has been prolonged for 8 years to attract individuals’ attention. Gamification has been applied in various disciplines according to their different needs. In fact, gamification tries to present tedious and usual daily tasks in a manner which proved to be fantastic for users/players. This paper studies gamification’s role as an engagement tool for libraries. Also, the study aims to 2 http://www.webology.org/2016/v13n1/a146.pdf investigate the role of the common theories in library game operations. These theories, namely “self-determination theory” and “flow theory”.

Pages: 1-12

Keywords: Gamification; Library game; Library websites; Self-determination theory; Flow theory

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