Please use this identifier to cite or link to this item: https://doi.org/10.21256/zhaw-28839
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dc.contributor.authorEncheva, Marina-
dc.contributor.authorKrüger, Nicole-
dc.contributor.authorZlatkova, Plamena-
dc.date.accessioned2023-10-05T14:49:32Z-
dc.date.available2023-10-05T14:49:32Z-
dc.date.issued2023-04-19-
dc.identifier.issn1057-2317de_CH
dc.identifier.issn1095-9297de_CH
dc.identifier.urihttps://digitalcollection.zhaw.ch/handle/11475/28839-
dc.description.abstractThe article deals with the playability of serious games in information literacy applied by academic libraries and university departments in Library and Information Sciences in the training sessions with students. Is it possible for these games to be more playful and what is path we must follow to achieve this goal? In the literature review on the concepts of playfulness/gamefulness we are focusing on two opposite sides of a spectrum presented by Roger Caillois: Paidia (or playing; for pure joy, without any goals) and Ludus (or gaming; based on rules and competition). The author’s view is that the games can be at either end or somewhere in the middle (Caillois & Barash, 2001). We have a hypothesis that the serious games in information literacy can never be only playful but if they contain a higher level of playability it will be easier for the students to achieve the learning objectives set by the university teachers and librarians. In the framework of the European project NAVIGATE – Information Literacy: A Gamebased Learning Approach for Avoiding Fake Content (https://navigateproject.eu) 70 games used for teaching information literacy in academic libraries and programs were identified and evaluated. We have selected among them 20 best examples of such games and ranked them according to the following criteria: Playability, Lastability, Engagement, User Interface, and Storytelling. An interactive database (https://www.navigateproject.eu/navigamesearch-tool/) was created in order to visualize the list and the categories (the NaviGAMESearcher). Taking into account the results of the evaluation of the top information literacy games and the two original digital games developed within the project (Information Trap Manager and the Navigator) we analyzed where are these games located on the scale of playfulness versus gamefulness and what is the correlation between the level of playability of these games and the students’ achievements. The further steps for evaluation of information literacy games according to the Playful Experiences (PLEX) framework were also defined in the article.de_CH
dc.language.isoende_CH
dc.publisherTaylor & Francisde_CH
dc.relation.ispartofInternational Information & Library Reviewde_CH
dc.rightshttp://creativecommons.org/licenses/by-nc/4.0/de_CH
dc.subjectGamefulnessde_CH
dc.subjectPlayfulnessde_CH
dc.subjectInformation literacyde_CH
dc.subjectGamificationde_CH
dc.subjectPLEX frameworkde_CH
dc.subjectNAVIGATE projectde_CH
dc.subject.ddc020: Bibliotheks- und Informationswissenschaftde_CH
dc.subject.ddc700: Künste und Unterhaltungde_CH
dc.titlePlayability of serious games in information literacy : the findings of the European project NAVIGATEde_CH
dc.typeBeitrag in wissenschaftlicher Zeitschriftde_CH
dcterms.typeTextde_CH
zhaw.departementFinanzen & Servicesde_CH
dc.identifier.doi10.1080/10572317.2023.2198882de_CH
dc.identifier.doi10.21256/zhaw-28839-
zhaw.funding.euNode_CH
zhaw.issue2de_CH
zhaw.originated.zhawYesde_CH
zhaw.pages.end184de_CH
zhaw.pages.start176de_CH
zhaw.publication.statusacceptedVersionde_CH
zhaw.volume55de_CH
zhaw.publication.reviewPeer review (Publikation)de_CH
zhaw.author.additionalNode_CH
zhaw.display.portraitYesde_CH
Appears in collections:Publikationen Finanzen & Services

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Encheva, M., Krüger, N., & Zlatkova, P. (2023). Playability of serious games in information literacy : the findings of the European project NAVIGATE. International Information & Library Review, 55(2), 176–184. https://doi.org/10.1080/10572317.2023.2198882
Encheva, M., Krüger, N. and Zlatkova, P. (2023) ‘Playability of serious games in information literacy : the findings of the European project NAVIGATE’, International Information & Library Review, 55(2), pp. 176–184. Available at: https://doi.org/10.1080/10572317.2023.2198882.
M. Encheva, N. Krüger, and P. Zlatkova, “Playability of serious games in information literacy : the findings of the European project NAVIGATE,” International Information & Library Review, vol. 55, no. 2, pp. 176–184, Apr. 2023, doi: 10.1080/10572317.2023.2198882.
ENCHEVA, Marina, Nicole KRÜGER und Plamena ZLATKOVA, 2023. Playability of serious games in information literacy : the findings of the European project NAVIGATE. International Information & Library Review. 19 April 2023. Bd. 55, Nr. 2, S. 176–184. DOI 10.1080/10572317.2023.2198882
Encheva, Marina, Nicole Krüger, and Plamena Zlatkova. 2023. “Playability of Serious Games in Information Literacy : The Findings of the European Project NAVIGATE.” International Information & Library Review 55 (2): 176–84. https://doi.org/10.1080/10572317.2023.2198882.
Encheva, Marina, et al. “Playability of Serious Games in Information Literacy : The Findings of the European Project NAVIGATE.” International Information & Library Review, vol. 55, no. 2, Apr. 2023, pp. 176–84, https://doi.org/10.1080/10572317.2023.2198882.


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