摘要
[目的/意义]厘清国内外图情领域游戏化的研究现状,为促进我国图情领域游戏化的理论研究和实践工作提供参考。[方法/过程]本文依据文献述评"识别-选择-分类-讨论"的步骤,从游戏化理论建构、游戏化信息系统、游戏化用户行为、游戏化实践应用以及与新兴领域相结合5个方面解析国内外研究进展。[结果/结论]目前,国内外图情领域对游戏化进行了广泛探索,其研究的广度和深度互有侧重、互有所长,已逐渐从游戏化理论构建、系统设计转向对游戏化用户行为、用户体验实践等方面的关注。但从整体上,我国图情领域游戏化的发展仍处于起步阶段,本文结合游戏化的实践进展,从组织视角、系统视角、用户视角提出未来可能的研究动向,为研究人员、游戏化系统设计师、决策者和管理者更好地理解游戏化以及游戏化项目中的各种问题提供了见解。
[Purpose/Significance]To clarify the research status of gamification in the field of Library Information Science,and to provide reference for promoting the theoretical research and practical work of gamification in China.[Method/Process]Was based on the literature review’s steps of"recognition-selection-classification-discussion",from 5 aspects,namely gamification theory construction,gamification information system,gamified user behavior,gamification practice application and combination with emerging fields the paper analyzed research development both home and abroard.[Results/Conclusion]At present,gamification has been extensively explored in the field of Library Information Science.The research scope and depth had different emphases and advantages,which has gradually shifted from gamification theory construction and system design to focus on gamification user behavior.But on the whole,the development of gamification in China was still in its infancy.This paper proposed possible future research trends from the perspective of organization,user and system,for researchers and games.Insights were provided by system designers,decision makers,and managers to better understand the various issues in gamification projects.
作者
陈鹤阳
Chen Heyang(Library,Tianjin Foreign Studies University,Tianjin 300204,China)
出处
《现代情报》
CSSCI
2020年第3期24-37,共14页
Journal of Modern Information
基金
天津市教育科学“十三五”规划课题“慕课环境下大学生信息素养培养的实践研究”(项目编号:HEYP5032)
关键词
游戏化
游戏化学习
游戏化服务
游戏化信息系统
图情领域
gamification
gamification learning
gamification service
gamification information system
library information science