Role of digital humanities in libraries

Mapping Gamification Gimmicks

Keywords: Gamification, Game-based learning, RStudio, Biblioshiny, Gamified e-library services, Digital Humanities


Libraries have started incorporating game-like elements into their services, while the latter have added game-based facilities to their collections. Now a days, Gamification is a well-known concept in education and marketing. It entails incorporating game-like features into a certain process. It can serve to attract people’s attention, interest them in a specific activity, and affect their behaviour. Gamification can be used to grab library users’ attention, engage them in game-like library activities, and impact their overall library user behaviour. Ten years of data from 2013 to 2023 was extracted from Web of Science, and R Software (Biblioshiny) has been used for visualising the extracted data. Findings are mainly based on indicators like- most relevant sources, authors, globally cited documents, affiliations, country scientific production, three field plot, word growth, keyword plus and co-occurrence network. This study emphasises the importance of Gamification in library culture as it motivates users and makes learning more engaging.


How to Cite
Moid, A., Masoom Raza, M., Javed, M., & Jahan, K. (2023). Role of digital humanities in libraries. DESIDOC Journal of Library & Information Technology, 43(04), 249-257.