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Bibliotecas, juegos y gamificación: una tendencia de presente con mucho futuro.
- Source :
-
Anuario Think EPI . 2018, Vol. 12, p125-135. 11p. 4 Color Photographs, 1 Diagram, 1 Chart. - Publication Year :
- 2018
-
Abstract
- Gamification is the inclusion of game elements in contexts other than those traditionally related to leisure and entertainment. In recent years, it has grown as a trend as shown by the increase in the number of reports, papers, meetings, platforms, and software programs, as well as the number of gamification experiences that have been developed in multiple environments. The application of gamification to the library can generate important benefits, but for this to happen, a series of requirements are necessary to guarantee successful application. With the right processes in place, libraries can take advantage of the predisposition that we all have to play. The proper channeling of the game will serve to motivate and change user behaviors related to spaces, collections, services, and activities. [ABSTRACT FROM AUTHOR]
Details
- Language :
- Spanish
- ISSN :
- 18866344
- Volume :
- 12
- Database :
- Academic Search Index
- Journal :
- Anuario Think EPI
- Publication Type :
- Academic Journal
- Accession number :
- 130494393
- Full Text :
- https://doi.org/10.3145/thinkepi.2018.13