Examining the characteristics and perceptions of gamification strategies for enhancing library resource exploration among information science students and professionals

Oluwole Olumide Durodolu et al.

Library Management2025https://doi.org/10.1108/lm-10-2024-0108article
ABDC C
Weight
0.37

What the paper says

Purpose The purpose of this study is to examine the characteristics and perceptions of gamification strategies as a means to enhance library resource exploration among information science students and professionals. Design/methodology/approach The study utilized a descriptive survey research design with a two-stage sampling method. It focused on four universities in the North Central and South West regions of Nigeria, representing both private and public institutions. The population consisted of 296 Library and Information Science students, from which a purposive sample of 198 was drawn. Data collection was conducted via a self-designed questionnaire on Google Forms, achieving a 66.89% response rate suitable for analysis. The questionnaire was distributed through WhatsApp, with research assistants in each department overseeing the completion process. Findings The data highlights the essential role of academic libraries in supporting student learning and research, underscoring their impact on LIS students’ information-seeking behaviors. A strong emphasis on information technology reflects the field’s digital transformation, though limited interest in archives, preservation and public libraries points to a need for broader exposure to these areas. Most students use digital resources regularly, underscoring the importance of digital literacy, but some face barriers like awareness and usability. Additionally, a knowledge gap regarding gamification suggests potential challenges in effectively incorporating it into library services, despite its perceived benefits. Originality/value This research is original and valuable as it explores the innovative application of gamification in enhancing library resource exploration among information science students and professionals. Its findings contribute to the existing body of knowledge in library science, inform practical strategies for improving user engagement and pave the way for future research in this evolving field.

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https://doi.org/https://doi.org/10.1108/lm-10-2024-0108

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@article{oluwole2025,
  title        = {{Examining the characteristics and perceptions of gamification strategies for enhancing library resource exploration among information science students and professionals}},
  author       = {Oluwole Olumide Durodolu et al.},
  journal      = {Library Management},
  year         = {2025},
  doi          = {https://doi.org/https://doi.org/10.1108/lm-10-2024-0108},
}

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Evidence weight

0.37

Balanced mode · F 0.40 / M 0.15 / V 0.05 / R 0.40

F · citation impact0.16 × 0.4 = 0.06
M · momentum0.53 × 0.15 = 0.08
V · venue signal0.50 × 0.05 = 0.03
R · text relevance †0.50 × 0.4 = 0.20

† Text relevance is estimated at 0.50 on the detail page — for your query’s actual relevance score, open this paper from a search result.