Since a decline of using physical spaces of libraries is a widely observed phenomenon, libraries are using various innovative approaches, including gamification, to attract more visitors and offer rich library services to the patrons. The final thesis presents and elabo-rates on the concept of "gamification", it's structure, elements and possible implication with focus on implication in libraries. The final thesis includes two parts. First part is an analytical review of already concluded researches on the topic of gamification, psycho-logical factors behind it and the practical implication of gamification in libraries in China, Taiwan and Slovenia. Furthermore, various gamification and game methods, limitations, challenges and advantages of using gamification in library spaces are discussed. The focus of the second part of the thesis is a description of a practical implementation of an escape room game in library space, which was carried out in March 2023 in library of Depart-ment for Asian Studies at the Faculty of Arts in University of Ljubljana. The implemented escape room's main goal was familiarisation of Sinology and Library and Computer Sci-ence students with the library space of the library of Asian Studies and its activities as well as with Chinese culture, customs and tradition. Through performance analysis and survey among 9 students it was sought to determine student user experience with gamified activities. The goal of the survey was to evaluate the usefulness of gamified activities as a tool for making the learning process easier, rate of facilitation of the acquisition of the books by users and the role of subjective evaluation of topic, graphic design of the escape room and tasks. The results of the analysis show that the user experience was extremely good, as the participants expressed their desire to create and participate in possible future escape room activities. New approaches, like escape room for example, are very time de-manding activities. Since a lot of effort, time and planning is required for the implementa-tion, it is crucial to determine the goals to be achieved and the end users in advance. Li-brary staff, as the results of the analysis confirm, must know gamification approaches and sensibly use them in library space.
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