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Title:Open access advocacy through gamification: A case study of the “Open Robarts” alternate reality game
Author(s):Centivany, Alissa
Subject(s):Open access
Information policy
Gamification
Game-based learning
Libraries
Abstract:Open access has garnered widespread support in many academic research contexts but policy implementation continues to face challenges. This research explores the potential for open access advocacy through gamification. This work discusses a novel Alternate Reality Game launched by the University of Toronto Libraries in promotion of institutional policies and Global Open Access Week and found that gamification was a successful advocacy approach to the extent that it influenced awareness and stimulated discourse around open access, fostered wider and more diverse participation and collaboration, and raised awareness of structural and infrastructural mechanisms impacting open access.
Issue Date:2017
Publisher:iSchools
Citation Info:Centivany, A. (2017). Open Access Advocacy through Gamification: A Case Study of the “Open Robarts” Alternate Reality Game. In iConference 2017 Proceedings (pp. 157–170). https://doi.org/10.9776/17018
Series/Report:iConference 2017 Proceedings
Genre:Conference Paper/Presentation
Type:Text
Language:English
URI:http://hdl.handle.net/2142/96670
DOI:https://doi.org/10.9776/17018
Rights Information:Copyright 2017 Alissa Centivany
Date Available in IDEALS:2017-07-27


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