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...
| Published in: | Information Technology & Libraries Vol. 43; no. 1; pp. 1 - 27 |
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| Main Authors: | , , , , , |
| Format: | pictorial questionnaire/scale research tables/charts randomized controlled trial Journal Article |
| Published: |
American Library Association
Mar2024
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| Online Access: | View this record in EBSCOhost |