Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical and ethical limitations. Moreover, the authors believe that the purported benefits of gamification are more readily found in its progenitor—games.
Document Object Identifier (DOI)
Johns Hopkins University Press
Hughes, M., & Lacy, C.J. (2016). "The sugar'd game before thee": Gamification revisited. Portal: Libraries and the Academy, 16(2), 311-326. doi: 10.1353/pla.2016.0019
Portal: Libraries and the Academy