SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Gamification of the library space in foreign countries
7 references·1 citing·25 second hop
Gamification of the library space in foreign countries (2017)Gamification of the library space in fore…The Reign of Children: The Role of Games and Toys in American Public Libraries, 1876–1925 (2016)The Reign of Children: The Ro…Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries (2013)Playing in the Past: A Histor…Gamification of Library Instruction (2013)Gamification of Library Instr…Bringing Them In: Developing a Gaming Program for the Library (2013)Bringing Them In: Developing …Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages (2011)Everyone Plays at the Library…Gaming in Academic Libraries: Collections, Marketing, and Information Literacy (2010)Gaming in Academic Libraries:…Enrichment: A History of the Public Library in the United States in the Twentieth Century (1999)Enrichment: A History of the …Open spaces in public libraries: from social practices to cultural values (2019)Open spaces in public librari…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Collections Redux: The Public Library as a Place of Community Borrowing (2015)Teaching History With Custom-Built Board Games (2018)Self-Efficacy: An Essential Motive to Learn (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)Learning by Design: Good Video Games as Learning Machines (2005)Apostles of Culture: The Public Librarian and American Society, 1876-1920 (1977)Dependent states: the child's part in nineteenth-century American culture (2006)Huck's Raft: A History of American Childhood (2006)“Book Nerds” United: The Reading Lives of Diverse Adolescents at the Public Library (2019)The Role of Public Libraries in Community Building (2011)Measuring the public library’s societal value: A methodological research program (2013)Space and the Social Worth of Public Libraries (2017)Jouer en bibliothèque (2015)Power Up: Games and Gaming in Library and Information Science Curricula in the United States (2020)Playing in the “Third Place”: How Games and Play Are Transforming Public Libraries (2024)Play On: The Use of Games in Libraries (2016)Games People Play (2017)Staff engagement and perceptions of video games in public libraries in Aotearoa New Zealand (2023)Brawling in the Library: Gaming Programs for Impactful Outreach and Instruction at an Academic Library (2013)The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement (2014)Evaluation of affective embodied agents in an information literacy game (2016)Images of exclusion: user and community perceptions of the public library (2000)“Defining What We Do—All Over Again”: Occupational Identity, Technological Change, and the Librarian/Internet-Search Relationship (2013)The Development of Public Libraries in the United States, 1870–1930: A Quantitative Assessment (2014)
this work references cited by second hop

References

  • 2013Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries54 cited
  • 1999Enrichment: A History of the Public Library in the United States in the Twentieth Century28 cited
  • 2011Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages24 cited
  • 2010Gaming in Academic Libraries: Collections, Marketing, and Information Literacy24 cited
  • 2013Gamification of Library Instruction13 cited
  • 2013Bringing Them In: Developing a Gaming Program for the Library9 cited
  • 2016The Reign of Children: The Role of Games and Toys in American Public Libraries, 1876–19255 cited

Cited by

  • 2019Open spaces in public libraries: from social practices to cultural values1 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work