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<ArticleSet>
<Article>
<Journal>
				<PublisherName>Allameh Tabataba'i University</PublisherName>
				<JournalTitle>International Journal of Digital Content Management</JournalTitle>
				<Issn>2717-3305</Issn>
				<Volume>7</Volume>
				<Issue>12</Issue>
				<PubDate PubStatus="epublish">
					<Year>2026</Year>
					<Month>01</Month>
					<Day>01</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Gamification Really Works Out! An Experiment among Adolescents Reading Gamified Electronic Books</ArticleTitle>
<VernacularTitle></VernacularTitle>
			<FirstPage>54</FirstPage>
			<LastPage>79</LastPage>
			<ELocationID EIdType="pii">19463</ELocationID>
			
<ELocationID EIdType="doi">10.22054/dcm.2025.85674.1270</ELocationID>
			
			<Language>EN</Language>
<AuthorList>
<Author>
					<FirstName>Masoumeh</FirstName>
					<LastName>Hasani</LastName>
<Affiliation>MSc graduate, Department of Information Science and Knowledge Studies, Shahid Beheshti University, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Hamid</FirstName>
					<LastName>Keshavarz</LastName>
<Affiliation>Assistant Professor, Department of Information Science and Knowledge Studies, Shahid Beheshti University, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Amir Reza</FirstName>
					<LastName>Asnafi</LastName>
<Affiliation>Associate Professor, Department of Information Science and Knowledge Studies, Shahid Beheshti University, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Reza</FirstName>
					<LastName>Basiriran Jahromi</LastName>
<Affiliation>Associate Professor, Department of Medical Library and Information Science, Bushehr University of Medical Sciences, Bushehr, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2025</Year>
					<Month>05</Month>
					<Day>06</Day>
				</PubDate>
			</History>
		<Abstract>&lt;strong&gt;Purpose&lt;/strong&gt;: The current study examined the effectiveness of gamified reading of electronic books among adolescents in school libraries.&lt;br /&gt;&lt;strong&gt;Method&lt;/strong&gt;: A randomized sample of students aged 11 to 12 years including two control and experimental groups from four schools participated in this study. According to the Mechanics, Dynamics, and Emotions (MDE) framework, six gamification elements were implemented as group challenges. The experiences were then evaluated based on a quasi-experimental design with a post-test via the GAMEX scale.&lt;br /&gt;&lt;strong&gt;Findings&lt;/strong&gt;: Multiple independent t-tests using SPSS 26.0 showed that the gamified experience and its relevant subscales including enjoyment, absorption, creative thinking, activation, absence of negative affect, and dominance differed significantly between the two groups. Therefore, the results revealed that implementing gamification in the reading experience within a gamified environment is highly effective and will influence adolescents&#039; interest, motivation and ability to read in library contexts, which can be of interest to experts and policymakers in education and computer science.&lt;br /&gt;&lt;strong&gt;Conclusion&lt;/strong&gt;: Various game mechanisms can be integrated into the educational context or platforms like electronic books to make learning interesting and motivating to the students.</Abstract>
<ArchiveCopySource DocType="pdf">https://dcm.atu.ac.ir/article_19463_605fe04f716a467d63e9484373ae971c.pdf</ArchiveCopySource>
</Article>
</ArticleSet>
