DESIDOC Journal of Library & Information Technology
Special Issue on Gamification in Library and Information Services
Guest Editors: Dr. Nabi Hasan and Dr. Manu T. R., Indian Institute of Technology Delhi
Call for Papers
The DESIDOC Journal of Library & Information Technology (DJLIT), started in 1981, now with an Impact Factor (JCR-2024): 0.7, CiteScore (Scopus-2025): 1.8, SJR-2025: 0.336, invites researchers, practitioners, educators, technology developers, policymakers, and information professionals to contribute to a Special Issue on Gamification in Library and Information Services.
Libraries are increasingly embracing innovative technologies and user-centred approaches to enhance learning, engagement, and access to information resources. Among these approaches, gamification, the application of game design elements and mechanics in non-game contexts, has emerged as a powerful strategy for transforming library services, information literacy instruction, user education, outreach, and digital engagement. By incorporating elements such as points, badges, leaderboards, challenges, quests, rewards, storytelling, and immersive experiences, libraries can motivate users, encourage participation, and improve learning outcomes.
Advances in Artificial Intelligence (AI), mobile computing, data analytics, and immersive technologies such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Extended Reality (XR) have created new opportunities for libraries to design personalised and engaging user experiences. Gamification is increasingly being integrated into library orientation programmes, information literacy initiatives, research support services, discovery systems, digital repositories, virtual reference services, and community engagement activities. These developments contribute to the growth of digital literacy, information literacy, AI literacy, critical thinking, creativity, collaboration, and lifelong learning.
Gamification has demonstrated considerable potential for enhancing user motivation, improving utilisation of library resources, supporting research and learning, and fostering deeper engagement with information ecosystems. It can also play an important role in promoting academic integrity, responsible research practices, plagiarism awareness, open science, scholarly communication, research data management, and the responsible use of AI. At the same time, successful implementation requires addressing challenges related to technological infrastructure, accessibility, assessment, ethics, privacy, sustainability, and staff competencies.
Aligned with the objectives of Digital India, the National Education Policy (NEP) 2020, One Nation One Subscription (ONOS), Open Science initiatives, and the emergence of AI-enabled learning ecosystems, this special issue seeks to explore the theory, practice, impact, challenges, and future directions of gamification in library and information services. The issue aims to provide a platform for sharing innovative approaches, empirical studies, best practices, implementation experiences, and critical perspectives that can guide future developments in library and information environments.
Scope and Types of Contributions
The special issue welcomes:
- Original research articles, review and survey papers.
- Case studies, evidence-based practice reports, and implementation experiences.
- Technical papers, design frameworks, and conceptual models.
- Best practices, lessons learned, and innovative applications of gamification in library and information environments.
Sub-Themes
Submissions may address, but are not limited to, the following areas:
- Theories, models, frameworks, design principles, and assessment methodologies for gamification in library and information services.
- Gamification in information literacy, digital literacy, media literacy, AI literacy, data literacy, user education, library orientation, onboarding, and learning experiences.
- AI-enabled gamification, intelligent learning environments, serious games, simulations, mobile applications, immersive technologies (AR/VR/MR/XR), and emerging digital innovations in libraries.
- Gamification for research support, scholarly communication, open science, research data management, academic integrity, plagiarism awareness, research ethics, and responsible use of AI.
- Integration of gamification with library management systems, discovery services, digital repositories, institutional repositories, digital libraries, and user engagement platforms.
- User experience (UX), human-centred design, behavioral analytics, motivational factors, learning analytics, impact assessment, and performance measurement in gamified environments.
- Community engagement, outreach, advocacy, marketing, participatory and collaborative models, accessibility, inclusivity, and services for diverse user communities.
- Gamification in academic, school, public, special, national, and research libraries, including staff training, professional development, organisational learning, and capacity building.
- Ethical, legal, privacy, security, policy, and sustainability dimensions, as well as implementation challenges, success stories, best practices, and future trends in gamified library services.
Expected Outcomes
The special issue aims to:
- Advance research, innovation, and evidence-based practice in gamification within library and information environments.
- Showcase the transformative potential of AI, immersive technologies, game-based learning, and user-centred design in enhancing library services.
- Promote effective strategies for improving user engagement, learning outcomes, information use, and service impact.
- Foster discussion on ethical, inclusive, accessible, and sustainable approaches to gamification.
- Support the development of future-ready libraries aligned with digital transformation, open science, and emerging learning ecosystems.
Tentative deadlines:
Author Submissions by 30 September 2026
Final Revisions by authors and Acceptance: 31 December 2026
Online Publishing: 01 March 2027
Author(s) is requested to submit original manuscript online through OJS after registering on the journal’s website. Kindly ensure that you select the Special Issue titled “Gamification in Library and Information Services” at the time of submission.
Source: https://amzn.to/3MbuZXu
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