Withdraw
Loading…
Open access advocacy through gamification: A case study of the “Open Robarts” alternate reality game
Centivany, Alissa
Loading…
Permalink
https://hdl.handle.net/2142/96670
Description
- Title
- Open access advocacy through gamification: A case study of the “Open Robarts” alternate reality game
- Author(s)
- Centivany, Alissa
- Issue Date
- 2017
- Keyword(s)
- Open access
- Information policy
- Gamification
- Game-based learning
- Libraries
- Date of Ingest
- 2017-07-27T15:56:05Z
- 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.
- Publisher
- iSchools
- Series/Report Name or Number
- iConference 2017 Proceedings
- Type of Resource
- text
- Genre of Resource
- Conference Paper / Presentation
- Language
- en
- Permalink
- http://hdl.handle.net/2142/96670
- Copyright and License Information
- Copyright 2017 Alissa Centivany
Owning Collections
iConference 2017 Papers PRIMARY
Manage Files
Loading…
Edit Collection Membership
Loading…
Edit Metadata
Loading…
Edit Properties
Loading…
Embargoes
Loading…