2023
DOI: 10.1108/lhtn-06-2023-0099
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The illusion of reality in the gaming world: implications for libraries

Yusuf Ayodeji Ajani,
Abdulganiy Okanla Ahmed,
Rihanat Bukola Muhammed

Abstract: Purpose The main purpose of this paper is to explore implications of the illusion of reality in the gaming world for libraries, aiming to uncover the challenges and opportunities they face in adapting their services to the gaming context. Design/methodology/approach Through a comprehensive exploration of the topic, various sources, such as Scopus, Google Scholar and ResearchGate were used. This study draws upon existing literature to analyze the impact of the illusion of reality in gaming on libraries and th… Show more

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Cited by 4 publications
(2 citation statements)
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“…Emerging technologies in the form of data analytics, machine learning, artificial intelligence, chatbots, gamification, robotics, digital literacy, research data management, assistive technologies, maker space, adaptive spaces, 3D printing, Internet of Things, mobile technology, augmented reality, virtual reality, digital preservation and storage underpinned through the Fourth Industrial Revolution are reimagining higher education libraries (Ajani et al, 2024;Anser et al, 2023;Asemi et al, 2021;Edwards et al, 2022;Gunapala et al, 2020;W ojcik, 2021;Zhou et al, 2022). Information access, information resources, services, facilities and most importantly human resources are precariously positioned as library management attempts to steer higher education libraries to a place of relevancy and sustainability through cutting-edge emerging technologies (Khan et al, 2023;Ocran and Afful-Arthur, 2022;Shahzad and Khan, 2023).…”
Section: Background and Contextmentioning
confidence: 99%
See 1 more Smart Citation
“…Emerging technologies in the form of data analytics, machine learning, artificial intelligence, chatbots, gamification, robotics, digital literacy, research data management, assistive technologies, maker space, adaptive spaces, 3D printing, Internet of Things, mobile technology, augmented reality, virtual reality, digital preservation and storage underpinned through the Fourth Industrial Revolution are reimagining higher education libraries (Ajani et al, 2024;Anser et al, 2023;Asemi et al, 2021;Edwards et al, 2022;Gunapala et al, 2020;W ojcik, 2021;Zhou et al, 2022). Information access, information resources, services, facilities and most importantly human resources are precariously positioned as library management attempts to steer higher education libraries to a place of relevancy and sustainability through cutting-edge emerging technologies (Khan et al, 2023;Ocran and Afful-Arthur, 2022;Shahzad and Khan, 2023).…”
Section: Background and Contextmentioning
confidence: 99%
“…Similar to the findings in Shahzad and Khan (2023), Hamad et al (2023), Okunlaya et al (2022), numerous other studies on emerging technologies reveal the changing landscape in higher education libraries across the globe (Bharti and Verma, 2021;Bouaamri et al, 2022;Cheung et al, 2023a, b;Jiang et al, 2022;Khan et al, 2022;Maceli, 2022;Nadi-Ravandi and Batooli, 2023;Nugroho et al, 2023;Senthil Kumaran and Latha, 2023;Yu et al, 2023a, b). Smart libraries, data mining, AI, robotics, virtual reality, machine learning, data analytics, assistive technologies, research data management, digital preservation, Internet of Things are rigorously being probed in the extant literature vis-a-vis higher education libraries and emerging technologies (Ajani et al, 2024;Hamad et al, 2023;Khan et al, 2023;Yoon et al, 2022). Consequently, emerging technologies is a niche area within higher education libraries that is topical and being explored extensively, worldwide.…”
Section: Literature Reviewmentioning
confidence: 99%