The Application of Gamification to Promote the Use of Services and Information Resources of Thammasat University Library

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Sirinya Suwannapak
Thammarat Phanphai


Today, individual lives are societally impacted by digital technology. The Thammasat University Library has long modified its work processes according to societal developments, creating resources meeting international standards and applying modern technology to library services to support learning anytime, anywhere. Diverse electronic and printed data resources and solutions include equipment facilitating Thammasat community learning promotion. The library has applied elements and principles of game design to traditional systemic solutions, adding to their interest and heightening pathbreaking achievements. In addition, the library has developed TULIB Gamification, a version of gaming, to bolster connections to LINE applications (apps) for user interaction with the library. TULIB Gamification challenges users to earn points, level up, and accomplish missions to motivate continued participation and make library services more user-friendly. Target groups comprised TU students, instructors and staffs. Outstanding ratings resulted. From June 13 to October 13, 2022, user satisfaction with TULIB Gamification was at 93.90 percent, while active library user accounts grew by 74.86%. Satisfaction assessment forms reported that 94% of current service users would recommend TULIB Gamification to friends and acquaintances. This successful innovation followed the Library Strategic Plan 2022 (S-Smart Library), to boost user learning experience and satisfaction, while promoting the image of a library ready to face challenges of tomorrow.

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How to Cite
Suwannapak, S. ., & Phanphai, T. . (2023). The Application of Gamification to Promote the Use of Services and Information Resources of Thammasat University Library. PULINET Journal, 10(2), 193–204. Retrieved from
Research Articles


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