Gamification in Library Crowdsourcing Projects: Foreign Experience

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In the context of digital transformation, foreign libraries are actively developing crowdsourcing projects as a means of involving users in the preservation and description of cultural heritage. Gamification in such initiatives serves as a tool for increasing volunteer motivation and long-term participation in the project, providing interactivity and visual feedback. The article considers the forms and functions of game mechanics – from a system of points and achievements to plot mini-games and assistant characters. Using the examples of the Digitalkoot (Finland) and Metadata Games (USA) projects, approaches to organizing user activity are analyzed and quantitative results are presented. Quantitative results of project implementation are presented, demonstrating the effectiveness of gamified interfaces in the context of library crowdsourcing. It is shown that gamification contributes to an increase in the quality of user contribution of volunteers, an expansion of the audience and an increase in the effectiveness of digital initiatives of libraries.

library \ volunteers \ gamification \ game mechanics \ crowdsourcing projects \ preservation of cultural heritage

Short address: https://sciup.org/144163795

IDS: 144163795   |   UDC: 025:005.12   |   DOI: 10.24412/1997-0803-2025-6128-184-192