Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical and ethical limitations. Moreover, the authors believe that the purported benefits of gamification are more readily found in its progenitor—games
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
In recent years, gamification, the use of game design elements in non-game contexts, has found wides...
We like to bring an element of fun and games into our information literacy teaching when we can, whe...
Gamification, the application of game elements to nongame contexts, was recently a subject of great ...
Gamification, the application of game elements to nongame contexts, was recently a subject of great ...
Gamification, in other words the use of game elements in non-game environments, is a rapidly growing...
Adding game elements to products and services has become a popular approach for enhancing users’ exp...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Gamification is undoubtedly a major trend: it was the topic of sessions at both of the previous ALA ...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
This paper discusses the potential benefits of using gamification techniques to increase student eng...
Gamification is crucial in this digital era since the world is becoming a global village. As a resul...
Gamification is a new and burgeoning field, with which Information Retrieval appears to have a parti...
Game design has shifted from the development of games for entertainment to the creation of games wit...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
In recent years, gamification, the use of game design elements in non-game contexts, has found wides...
We like to bring an element of fun and games into our information literacy teaching when we can, whe...
Gamification, the application of game elements to nongame contexts, was recently a subject of great ...
Gamification, the application of game elements to nongame contexts, was recently a subject of great ...
Gamification, in other words the use of game elements in non-game environments, is a rapidly growing...
Adding game elements to products and services has become a popular approach for enhancing users’ exp...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Gamification is undoubtedly a major trend: it was the topic of sessions at both of the previous ALA ...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
This paper discusses the potential benefits of using gamification techniques to increase student eng...
Gamification is crucial in this digital era since the world is becoming a global village. As a resul...
Gamification is a new and burgeoning field, with which Information Retrieval appears to have a parti...
Game design has shifted from the development of games for entertainment to the creation of games wit...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon tha...
In recent years, gamification, the use of game design elements in non-game contexts, has found wides...
We like to bring an element of fun and games into our information literacy teaching when we can, whe...