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Investigating the role of gamification in public libraries' literacy-centered youth programming

Bibliographic Data

ID4486048
AuthorsDownie (0000-0003-4664-199X, The Ohio State University, corresponding author), Serge Proulx (0000-0002-6353-5382, The Ohio State University)
Year2022
Volume11
Issue4
Pages382-404
Publication date2022-10-02
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternational Journal of Play (JOURNAL)
Journal identifiersISSN: 2159-4937 • E-ISSN: 2159-4953
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/21594937.2022.2136637
OpenAlexW4308145755
LanguageEN
Citations received1
References cited19

To support youth literacy, U.S. public libraries must constantly evaluate and adjust their offerings to better support how children engage in educational experiences and integrate the latest trends in teaching and learning. This mission makes libraries a unique source of insight into developing perspectives and pedagogy. The authors were curious whether gamification - an increasingly popular design approach - is one of these modern influences. Using online and social media content, the authors developed a list of common youth literacy strategies used by top libraries; this list was then analyzed for elements of gamification. Summer reading clubs, group storytimes, and physical environments stood out as the main initiatives imbued with gamification to better engage and motivate young readers. The goal of the discussion is to help librarians and educators build a foundational knowledge of what gamification is, what it looks like in practice, and what benefits it provides in a learning environment

Information literacy · Literacy · Media literacy · Pedagogy · Political science · Public relations · Reading (process · Social media · Sociology · World Wide Web · Computer Science · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology

  • Making finance fun

    Open Access•Bjørn Nansen, Lauren Bliss et al.•Childhood•2026

  • Do badges increase user activity? A field experiment on the effects of gamification

    Open Access•Juho Hamari•Computers in Human Behavior•2017

  • Towards understanding the effects of individual gamification elements on intrinsic motivation and performance

    Open Access•Elisa D Mekler, Florian Brühlmann et al.•Computers in Human Behavior•2017

  • Gamification in theory and action

    Open Access•Katie Seaborn, Deborah I Fels•International Journal of…•2015

  • Beyond gamification

    Open Access•Jason Nolan, Melanie McBride•Information Communication & Society•2014

Unique citing works1
Citations per year1
Citation span2026 - 2026 (1)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 1

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