Designing Serious Games for Libraries: Aligning Educational and Persuasive Intent for Anxiety Mitigation and Heritage Engagement
DOI:
https://doi.org/10.55630/dipp.2026.16.9Keywords:
Serious Games, Library Anxiety, Cultural Heritage, Persuasive Design, Pedagogical Alignment, Gamification EthicsAbstract
Libraries occupy a unique niche within the GLAM sector, yet users often face emotional barriers that hinder engagement. This article explores the integration of three design frameworks: the Four-Dimensional Framework, Learning Mechanics–Game Mechanics, and Persuasive Systems Design, to create serious games for libraries. By aligning pedagogical goals with specific game mechanics and persuasive strategies, the authors argue for a hybrid design approach that prioritizes learner autonomy and emotional safety. The study emphasizes that ethical, non-punitive design is essential for maintaining institutional trust and transforming intimidated visitors into confident, capable library participants.References
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