IJSHMS

Gamification in Libraries: Strategies for User Engagement and Skill Development

© 2025 by IJSHMS

Volume 3 Issue 1

Year of Publication : 2025

Author : Dr. M.S. Girish Rathod

: 10.56472/25849756/IJSHMS-V3I1P104

Citation :

Dr. M.S. Girish Rathod, Pallavi Ashokrao Charate, 2025. "Gamification in Libraries: Strategies for User Engagement and Skill Development" ESP International Journal of Science, Humanities & Management Studies(ESP-IJSHMS)  Volume 3, Issue 1: 24-34.

Abstract :

Gamification—applying game design thinking to non-game contexts—has been a rising phenomenon in library environments aiming to enhance user involvement and facilitate skill acquisition. This comprehensive review explores the theoretical foundations, implementation methods, and real-world applications of gamification across various library environments. By drawing on well-established psychological theories, including Self-Determination Theory and Flow Theory, the research assesses the extent to which game mechanisms such as points, badges, challenges, and storytelling can construct significant engagement experiences. Through case study examination of academic, public, and school libraries globally, the research outlines successful strategies to implement gamification for information literacy, digital literacy, and lifelong learning. While acknowledging the challenges to implementation, such as constraints in resources, digital divide-related issues, and the risk of over-gamification, this paper provides evidence-informed recommendations for library practitioners. As libraries move from the role of storage facilities to dynamic spaces of learning, gamification is a powerful strategy for meeting diverse, digitally-literate users' needs and advancing the library core mission of education and community engagement.

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Keywords :

Gamification, Libraries, User Engagement, Information Literacy, Game-Based Learning, Digital Skills, Educational Technology.