Gamification In the Meta Library of The Semarang City Archive and Library Service

Authors

  • Yohanes Stanley Soegijapranata Catholic University
  • Andre Kurniawan Pamudji Soegijapranata Catholic University
  • T Brenda Chandrawati Soegijapranata Catholic University

Keywords:

digital literacy, gamification, library services, meta library, virtual reality

Abstract

With advances in technology and the Industrial 4.0 revolution, the Arpus Service responded to this development by creating a game called Meta Library. This game is designed to help people understand what Arpus is and its functions. The aim is to evaluate the effectiveness of gamification in attracting people's interest, especially those who like to play and are always looking for new challenges in games. This game was developed using the AGILE method, which involves planning, design, development, testing, review, and launch. Test results show that the gamification of Meta Library is very attractive to players, because it is considered interactive and challenging. This is due to the ease of understanding and playing this game. This game is also designed to attract players who like challenges and dare to try new things. Overall, the creation and testing of the Meta Library demonstrated the potential of gamification in engaging people's interest and providing a fun and challenging gaming experience. This shows that with the right combination of technology and design, games can be an effective platform for education and entertainment.

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Published

2026-02-01