LibQuest - Revitalize Libraries and Reading Through Gamification

eLearning and Software for Education(2019)

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摘要
Digital technology has already become a necessity of everyday life for any average person in developed countries. From simple to complex tasks, we rely more and more on technology like smartphones, smartwatches and smart assistants. While this improves our life and helps in everyday tasks, it may have a negative impact in other areas like culture, education, focus, sustained brain-use or imagination. Libraries, a pillar of culture and education, lose popularity every day in favour of digital content and feeds. This article pioneers a new concept of cultural space, that encourages reading and involvement in cultural activities through gamification in a mixed reality context. It is part of the Lib2Life research project that is being carried out by a strategic partnership between national libraries and universities to explore ways that can revitalize libraries and cultural heritage using digital technology. The paper presents the concept and the solution design for adding mixed reality game quests inside national libraries. The quests will get readers involved in captivating adventure games that will require them to use digital technology within real libraries or cultural events in order to solve the puzzle. Furthermore, the solution has a user-centered perspective, where the user can both access existing content and contribute with his own content, that increases the potential to create virtual communities that benefit and contribute at the same time.
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关键词
gamification,Lib2Life,mixed reality
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