Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries.

This paper investigates the potential of the Gamified Metaverse as a platform for promoting library services. The study compares the effectiveness of a traditional library program with a Metaverse- based library program in terms of knowledge acquisition and library anxiety. The research also examine...

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Publicado en:Information Technology & Libraries Vol. 43; no. 1; pp. 1 - 27
Autores principales: Pradorn Sureephong, Suepphong Chernbumroong, Supicha Niemsup, Pipitton Homla, Kannikar Intawong, Kitti Puritat
Formato: pictorial questionnaire/scale research tables/charts randomized controlled trial Journal Article
Publicado: American Library Association Mar2024
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Mar2024
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      pub: American Library Association
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        atl: Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries.
      aug:
        au:
          Pradorn Sureephong
          Suepphong Chernbumroong
          Supicha Niemsup
          Pipitton Homla
          Kannikar Intawong
          Kitti Puritat
        affil: Assistant Professor, Chiang Mai University
      sug:
        subj:
          Augmented Reality Utilization
          Gamification Utilization
          Library Services
          Libraries, Academic
          Library User Education Methods
          Learning Environment
          User-Computer Interface
          Student Knowledge
          Anxiety Prevention and Control
          Student Attitudes
          Human
          Male
          Female
          Thailand
          Randomized Controlled Trials
          Random Assignment
          Access to Information
          Multimethod Studies
          Pretest-Posttest Design
          Qualitative Studies
          Interpersonal Relations
          Motivation
          Open-Ended Questionnaires
          Libraries, Electronic Economics
          Quantitative Studies
          Virtual Reality
          Paired T-Tests
          Librarians
          Questionnaires
          Students, Undergraduate
          Faculty Attitudes
          Communication
          Information Technology
          Male
          Female
      ab: This paper investigates the potential of the Gamified Metaverse as a platform for promoting library services. The study compares the effectiveness of a traditional library program with a Metaverse- based library program in terms of knowledge acquisition and library anxiety. The research also examines students' perceptions of implementing gamification within the context of the Gamified Metaverse platform. A mixed-methods approach was adopted, including pre- and post-test analysis, statistical analysis, and qualitative data collection. The results indicate that both the traditional and Metaverse-based library programs effectively increased the participants' knowledge, with no significant difference between the two approaches. However, the Metaverse-based program was found to be less effective in facilitating interaction with librarians and reducing library anxiety. Additionally, students expressed positive perceptions of implementing gamification in the Gamified Metaverse platform, finding it engaging and motivating. These findings contribute to the understanding of the effect of the Metaverse as a tool for promoting library services and enhancing knowledge acquisition. However, it is not as effective in reducing library anxiety, particularly in terms of interaction with librarians and staff. It should be noted that the platform may have limitations such as high costs and potential side effects of virtual reality, making it more suitable as an additional tool for promoting library services, taking into account its feasibility and potential benefits for specific student populations and larger libraries.
      pubtype: Academic Journal
      doctype:
        pictorial
        questionnaire/scale
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
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