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Promoting knowledge circulation in public libraries: the role of gamification
Library Management ( IF 1.3 ) Pub Date : 2020-08-11 , DOI: 10.1108/lm-04-2020-0064
Nathalie Colasanti , Valerio Fiori , Rocco Frondizi

The aim of the paper is to investigate the impact of nudges and considerations stemming from behavioural economics on the promotion and enhancement of knowledge circulation in public libraries. In fact, literature indicates that an approach based on nudging individuals towards desired behaviours may be more effective than top-down policy actions that may be perceived as excessive.,In order to answer the research question, the paper analyses an exploratory case study regarding the network of public libraries in Rome, called Biblioteche di Roma (BdR). BdR launched its online platform in 2009, but it was never able to create a strong connection with offline activities, and contributions by readers (such as comments and book ratings) remained very low. In 2018, BdR introduced a gamification section in its website, with the goal of increasing users' interactions and book circulation. Data resulting from the use of gamification, both at city level and within different neighbourhoods, will be presented and analysed.,Results indicate that the introduction of gamification was successful in increasing users' interactions and engagement, both online and offline.,The paper is valuable as it explores the introduction of nudge theory and gamification in the public library system.

中文翻译:

促进公共图书馆知识流通:游戏化的作用

本文的目的是调查行为经济学的推动和考虑对促进和加强公共图书馆知识流通的影响。事实上,文献表明,基于推动个人实现期望行为的方法可能比自上而下的可能被视为过度的政策行动更有效。为了回答研究问题,本文分析了一个关于罗马公共图书馆网络,称为 Biblioteche di Roma (BdR)。BdR 于 2009 年推出了其在线平台,但始终无法与线下活动建立牢固的联系,读者的贡献(如评论和书籍评分)仍然很低。2018 年,BdR 在其网站中引入了游戏化部分,旨在增加用户的 互动和图书流通。将呈现和分析在城市层面和不同社区内使用游戏化所产生的数据。结果表明,游戏化的引入成功地增加了用户在线和离线的互动和参与度。本文是很有价值,因为它探索了在公共图书馆系统中引入助推理论和游戏化。
更新日期:2020-08-11
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