Open access advocacy through gamification: A case study of the “Open Robarts” alternate reality game
Centivany, Alissa
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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
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.
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