Increasing Engagement with the Library via Gamification
نویسندگان
چکیده
One of the main challenges faced by providers of interactive information access systems is to engage users in the use of their systems. The library sector in particular can benefit significantly from increased user engagement. In this short paper, we present a preliminary analysis of a university library system that aims to trigger users’ extrinsic motivation to increase their interaction with the system. Results suggest that di↵erent user groups react in di↵erent ways to such “gamified” systems.
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تاریخ انتشار 2016