Gamification encompasses a broad area of research that offers many possibilities for designing entertaining ways of presenting libraries and their services. Using group interviews, practical tasks and the implementation of a game, we wanted to determine how participants experience the introduction through a role-playing board game, and how the designed game affects their orientation in the library space and their knowledge of its services. We also investigated several advantages and disadvantages compared to classic user introduction. The research was conducted in three school libraries in March 2025 with a total of 18 participants. We found that the participants in the study experienced the gamified introduction as a positive and enjoyable experience. We observed an improvement in users' orientation in the library space after the game, specifically the locations of different parts of the library, the layout of the library materials, and memorizing specific informations about the library. We did not detect any major changes among the participants who knew the school library well. The biggest advantage of the game was its flexibility, innovation and fun. The disadvantages of using the game are related to the number of players, the unpredictability of different situations, the time frame of the game and a certain level of preparation for implementation. Research findings represent a starting point for further studies that would include different age groups and other types of libraries, thereby deepening the understanding of the area under consideration.
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