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Gamification Analytics for Enhancing Engagement in Digital Repositories

Title: Gamification Analytics for Enhancing Engagement in Digital Repositories
Authors: Mohmedmhdi, Haassan; Swathi, P.; David Winster Praveenraj, D.; Thayumanavan, Kumaran; Kannan, A. S.; Sachdeva, Lalit
Source: Indian Journal of Information Sources and Services; Vol. 15 No. 3 (2025): July-September 2025; 248-256 ; 2231-6094 ; 10.51983/ijiss-2025.IJISS.15.3
Publisher Information: The Research Publication
Publication Year: 2025
Subject Terms: Gamification; Digital Repositories; User Engagement; Analytics; Academic Libraries; Information Retrieval; User Behavior
Description: Digital repositories are critical in storing and distributing of scholarly materials and research data applicable in different fields. One thing, which is a problem despite the academic setting, is the need to sustain a user activity as the motivation to use a repository is not always consistent. One of the issues that could be solved with the help of Gamification is the need to maintain interaction by incorporating game elements into non-game contexts. This article presents a discussion on enhancing interaction with digital repository users and finding information using gamification analytics. By capturing real-time data and making behavioral decisions, we will learn how users engage with the gamification capabilities, such as earning points, badges, leaderboard position, and tracking achievements. This paper will use case study as a research design to investigate the impact of game-like characteristics integrated in an academic repository system. Key performance indicators (KPIs) that are used to measure levels of user motivation and engagement are session time, frequency of visits, and depth of reading. The findings show that the users experienced more active and content-oriented discovery experiences in comparison to the repository when it was configured in relation to their preferences and objectives using user-centered gamification strategies. Also, the study stresses the necessity of constant evaluation and flexible structures to track engagement over a longer period. This study also contributes to the knowledge of digital library sciences by forming a model of introducing gamification strategies into management systems based on data analysis. The results show that analytics can be used as evaluative measures of participation and as evaluative
Document Type: article in journal/newspaper
File Description: application/pdf
Language: English
Relation: https://ojs.trp.org.in/index.php/ijiss/article/view/5263/7826; https://ojs.trp.org.in/index.php/ijiss/article/view/5263
DOI: 10.51983/ijiss-2025.IJISS.15.3.28
Availability: https://ojs.trp.org.in/index.php/ijiss/article/view/5263; https://doi.org/10.51983/ijiss-2025.IJISS.15.3.28
Rights: Copyright (c) 2025 The Research Publication ; https://creativecommons.org/licenses/by-nc-nd/4.0
Accession Number: edsbas.587CA016
Database: BASE