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Implementation of games and gaming in public library

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2022
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Advisor: Prof. Dr. Hüseyin Odabaş

Abstract (EN)

In this study, which is about the games and gamification activities applied in public libraries, it is aimed to determine the problems experienced in institutions and organizations in Turkey and to include suggestions to solve these problems. In order to identify the problems, ten of our country's institutions and organizations were selected as examples, and twenty questions were asked to ten participants working in these institutions using the interview technique. The obtained data were interpreted, conclusions were drawn and solution suggestions were made. At the end of the study, it has been determined that there are examples of games and gamification in our country's institutions and organizations, but their number and quality are lacking. Among the main reasons for this situation, it has been determined that there is not enough legislation in our country regarding the aforementioned issue. It seems that it is due to reasons such as the fact that the game and gamification phenomena are not known enough because they are new and there are no trained personnel who can apply them. On the other hand, institutions and organizations are obliged to develop institutional policies for games and gamification applications that will increase the interaction between the user and the library. However, in our country, there is no written policy and standard in general; on the other hand, it has been observed that it is mostly developed according to the wishes of the personnel and meticulous studies are carried out only at certain times (such as the library week). Therefore, it has been concluded that the trainings for game and gamification practices of our country's institutions and organizations are insufficient.

Author

Sultan Beşiktepe

How to Cite

Sultan Beşiktepe (Master Thesis). Implementation of games and gaming in public library, 2022, Çankırı Karatekin Üniversitesi.

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