Artigo Revisado por pares

Promoting knowledge circulation in public libraries: the role of gamification

2020; Emerald Publishing Limited; Volume: 41; Issue: 8/9 Linguagem: Inglês

10.1108/lm-04-2020-0064

ISSN

1758-7921

Autores

Nathalie Colasanti, Valerio Fiori, Rocco Frondizi,

Tópico(s)

Gambling Behavior and Treatments

Resumo

Purpose The aim of the paper is to investigate the impact of nudges and considerations stemming from behavioural economics on the promotion and enhancement of knowledge circulation in public libraries. In fact, literature indicates that an approach based on nudging individuals towards desired behaviours may be more effective than top-down policy actions that may be perceived as excessive. Design/methodology/approach In order to answer the research question, the paper analyses an exploratory case study regarding the network of public libraries in Rome, called Biblioteche di Roma (BdR). BdR launched its online platform in 2009, but it was never able to create a strong connection with offline activities, and contributions by readers (such as comments and book ratings) remained very low. In 2018, BdR introduced a gamification section in its website, with the goal of increasing users' interactions and book circulation. Data resulting from the use of gamification, both at city level and within different neighbourhoods, will be presented and analysed. Findings Results indicate that the introduction of gamification was successful in increasing users' interactions and engagement, both online and offline. Originality/value The paper is valuable as it explores the introduction of nudge theory and gamification in the public library system.

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