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Bibliotecas, juegos y gamificación: una tendencia de presente con mucho futuro.

Authors :
Gómez-Díaz, Raquel
García-Rodríguez, Araceli
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