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A Study on Curation Service in University Library based on Gamification MDA+

게이미피케이션 MDA+ 기반 대학도서관 큐레이션 서비스에 관한 연구

  • 김성훈 (성균관대학교 문헌정보학과) ;
  • 황선민 (성균관대학교 문헌정보학과)
  • Received : 2019.08.20
  • Accepted : 2019.09.24
  • Published : 2019.09.30

Abstract

In the rapidly changing information environment, users' information needs are diversified, and the necessity for libraries to provide customized curation services away from traditional services is increasing. Although the Second University Library Promotion Plan (2019~2023) mentions user-centered customized services, it is difficult to implement customized curation services in the current university library situation. Therefore, this study examined the theory and case of gamification applied to various fields inside and outside the library to apply gamification to the library, suggested MDA+ and found the junction with library curation service, and built gamification-based curation service prototype for job roadmap in university library. Finally, implications were drawn through verification of field experts.

급변하는 정보환경 속에서 이용자의 정보 요구는 다양해지고 있으며, 도서관이 전통적인 서비스에서 벗어나 이용자 맞춤의 큐레이션 서비스를 제공할 필요성이 높아지고 있다. "제2차 대학도서관 진흥종합계획(2019~2023)"에서도 이용자 중심의 맞춤서비스를 언급하지만 현 대학도서관 상황에서 이용자 맞춤의 큐레이션 서비스를 시행하기는 어려운 점이 존재한다. 이에 본 연구는 게이미피케이션을 도서관에 적용하기 위해 도서관 내외의 다양한 분야에 적용되고 있는 게이미피케이션의 이론과 사례를 살펴보고 MDA+를 제안하였으며, 도서관 큐레이션 서비스와의 접합점을 찾아 게이미피케이션을 적용한 대학도서관 취업/구직 로드맵 큐레이션 서비스 프로토타입을 구축하였다. 그리고 현장전문가의 검증을 통해 시사점을 도출하였다.

Keywords

References

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