@article{article_1633527, title={Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources}, journal={Bilgi Ve Belge Araştırmaları}, pages={21–34}, year={2025}, DOI={10.26650/bba.2025.23.1633527}, author={Durodolu, Oluwole and Ojo, Joshua and Ajayi, Taiwo Abosede}, keywords={Kütüphanecilik, dördüncü sanayi devrimi, yapay zeka, oyunlaştırma, dijital rozetler, akademik kütüphaneler}, abstract={This study investigates user perceptions of gamification and its effectiveness in enhancing engagement with academic library resources. A descriptive survey research design was adopted, employing a two-stage sampling technique across two geopolitical zones in Nigeria—North Central and South-West. Four universities with Library and Information Science programs were purposively selected. The study population included 296 undergraduate and graduate students, from which a purposive sample of 198 respondents was drawn. Data were collected using a questionnaire administered via Google Forms, yielding a response rate of 97.5%. The questionnaire was distributed through WhatsApp, with research assistants facilitating participation and ensuring completion, thereby enhancing the reliability and validity of the responses. Frequency, percentage mean, standard deviations and Chi-square analysis were used to analyse the data. The findings revealed that 56.0% of respondents had no prior experience with gamification, although a notable 33.7% expressed open, varied reflections, indicating emerging interest and latent potential. In terms of motivation, social features (45.1%) and virtual rewards (32.1%) were the most preferred gamification elements, followed by points and badges. Clear goals and objectives were deemed essential (47.7%) or extremely important (11.4%) by most users, highlighting the role of structured frameworks in enhancing user participation.}, number={23}, publisher={İstanbul Üniversitesi}