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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Bibliographic Details
Published in:Information Technology & Libraries Vol. 43; no. 1; pp. 1 - 27
Main Authors: Pradorn Sureephong, Suepphong Chernbumroong, Supicha Niemsup, Pipitton Homla, Kannikar Intawong, Kitti Puritat
Format: pictorial questionnaire/scale research tables/charts randomized controlled trial Journal Article
Published: American Library Association Mar2024
Online Access:View this record in EBSCOhost