Answers are grounded in this paper and cite their sources.
Gamification has the potential to transform routine operations of libraries into interactive and rewarding activities that foster participation and exploration, specifically among the current generation who increasingly engage in digital platforms. This study assesses the role of gamification in library activities, focusing on its ability to foster user participation and learning outcomes, and to enhance library services. Adopting a literature review approach, this research synthesised studies published between 2015 and 2025, extracting data on the integration of digital games into library operations. The study discusses the application of gamification across various sections of the library and acknowledges difficulties faced by libraries, including staff resistance, limited resources, lack of funds, and the complexities of designing relevant games.
No takes yet. Share an insight, caveat, or question.
Bagewadi et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: