Page 158 - Journal of Library Science in China, Vol.45, 2019
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                           Extended English abstracts of articles published in the Chinese edition of Journal of Library Science in China, Vol.45, 2019  157


               LibrisXL in June 2018, which is the first linked data system to replace the core cataloging model in
               integrated library system. Consumption of existing linked data is a very important part of practice.
               Casalini, LC’s Providers vocabulary, and the LD4 Community Working Group on Reconciliation
               are all committed to this. MARC 21’s new 758 field is also for this. At the same time, the library
               community participates in the construction of linked data infrastructure to facilitate data sharing
               and consumption. Programs include LC’s linked data service (id.loc.gov), Virtual International
               Authority File (VIAF), RDA Reference Vocabulary and LD4’s extension of BIBFRAME
               vocabulary, etc.




               A user study on gamified information retrieval systems: Preference for game
               elements, attitude, and usage intention
               LI Yuelin & HE Pengfei 〇a ∗

               Information retrieval systems have been a major tool for users to obtain useful information. It has
               been one of foci for the researchers in library and information science to keep improving the design
               of information retrieval systems, refining their function, and meeting information needs of various
               users. Generation Z, also named as “digital natives”, refers to people who were born after mid-
               1990s. These users were growing up with the development of the Internet, but little research has
               been done to examine their preference and usage intention in information retrieval systems. They
               present different characteristics in cognition and motivation in learning. Gamed-based learning is
               one of their salient features. Nevertheless, in information retrieval area the relationship between
               gamification and information retrieval has not been widely examined. Knowledge on how to use
               the advantage of gamification to satisfy users’ information retrieval needs in information retrieval
               context is still lacking. Therefore, the present study examines Generation Z’s preference to game
               elements, their attitude to gamified information retrieval system (GIRS), and their intention to use
               GIRS. It attempts to explore whether GIRS can motivate users’ active, effective, and continuous
               use of information retrieval systems to obtain useful information. In specific, the study aims to
               answer the following questions:
                   RQ1. What game elements do Generation Z users percept most interesting in GIRS? What game
                 elements are most helpful in terms of helping them complete their information retrieval tasks in GIRS?
                 What game elements are most effective in terms of attracting them to continuous use of GIRS?
                   RQ2. What are the factors that influence the selection of game elements of Generation Z?
                   RQ3. What are Generation Z users’ attitude and usage intention to GIRS?
                 To answer the questions, the researchers developed a paper prototyping of GIRS. An experiment
               with 37 participants was conducted. The data were collected by a pre-test questionnaire, a post-
               test questionnaire, and exit interviews.The results indicate that the most interesting game elements

               * Correspondence should be addressed to HE Pengfei, Email: nkdxhpf@mail.nankai.edu.cn, ORCID: 0000-0003-0423-8967
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