Skip to Main Content
Skip Nav Destination
Purpose

This study aims to explore the potential of the metaverse in gamifying library patron engagement in public libraries in Nigeria. The research examines how immersive virtual environments can be used to create interactive, game-based experiences that attract and retain library users. Guided by four research objectives, the study applies the technology acceptance model (TAM) to examine how perceived usefulness (PU), attitude towards use (ATU) and behavioural intention (BI) relate to one another in the context of public libraries.

Design/methodology/approach

A descriptive survey design was used to obtain both quantitative and qualitative data from public library patrons. Data were collected from respondents using an online semi-structured questionnaire that captured demographic attributes, levels of metaverse awareness and perceptions of gamified engagement. Descriptive statistics were used to summarise awareness levels and engagement tendencies. In contrast, Pearson correlation and multiple regression analyses were conducted to examine the strength and predictive relationships among the TAM constructs of PU, ATU and BI.

Findings

Findings reveal that while awareness of the metaverse remains low, patrons who are familiar with immersive environments report increased motivation, enjoyment and interest in library participation. PU and ATU significantly predicted BI, confirming core TAM relationships. However, the study also demonstrates that intention is moderated by constraints such as inadequate digital infrastructure, low digital literacy and limited access to immersive technologies. These conditions weaken ease of use perceptions and shape users’ readiness to adopt gamified metaverse services. The study concludes that metaverse-based gamification has strong potential to revitalise public library patronage, but its success depends on addressing contextual barriers that influence technology acceptance. It recommends investment in digital infrastructure, targeted digital literacy programs, staff capacity development and inclusive user engagement strategies to support equitable implementation.

Practical implications

The study provides actionable data for public library managers, policymakers and funding authorities by demonstrating that metaverse-based gamification can enhance patron engagement when supported by adequate infrastructure, staff capacity and digital literacy initiatives. The findings indicate that libraries must prioritise investment in connectivity, immersive technologies and user-centred design to translate BI into actual adoption. The results also indicate the need for inclusive implementation strategies to prevent widening the digital divide and ensure that patrons with limited technological access are not excluded from emerging service models.

Originality/value

This study is the first empirical investigation to examine metaverse-based gamification as a strategy for enhancing patron engagement in public libraries, particularly within a developing-country context. Unlike prior research that has explored virtual reality, augmented reality, or general metaverse awareness in library settings, this study uniquely integrates gamification within the metaverse and applies the TAM to analyse user perceptions, attitudes and BI. In addition, the study introduces a novel user-centred perspective and fills a significant gap in the literature on immersive technologies and library service transformation in low-resource environments.

Licensed re-use rights only
You do not currently have access to this content.
Don't already have an account? Register

Purchased this content as a guest? Enter your email address to restore access.

Please enter valid email address.
Pay-Per-View Access
£29.00
Rental

or Create an Account

Close Modal
Close Modal