ISBN-13: 9780838959534 / Angielski / Miękka / 2015 / 38 str.
Gamification, when done right, will engage your library's users, and better yet, help them learn. In this issue of Library Technology Reports, Kim will clarify your understanding of gamification with a range of examples from social causes, education, and libraries. She points out the gaming elements of apps you may have used and explores game mechanics, dynamics and aesthetics.