Gamification in library websites based on motivational theories

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”.

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