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            <name>Title</name>
            <description>A name given to the resource</description>
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                <text>Faculty Publications</text>
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    <name>Article</name>
    <description>Faculty Publications -Articles</description>
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          <name>Creator</name>
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              <text>Mohmedmhdi, Haassan; Swathi, P.; Praveenraj, D. David Winster; Thayumanavan, Kumaran; Kannan, A.S.; Sachdeva, Lalit</text>
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          <name>Title</name>
          <description>A name given to the resource</description>
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              <text>Gamification Analytics for Enhancing Engagement in Digital Repositories</text>
            </elementText>
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          <name>Date</name>
          <description>A point or period of time associated with an event in the lifecycle of the resource</description>
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              <text>01-01-2025</text>
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          <name>Source</name>
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              <text>Indian Journal of Information Sources and Services;Volume;15;Issue;3;pp.248-256</text>
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          <name>Identifier</name>
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              <text>&lt;a href="https://doi.org/10.51983/ijiss-2025.IJISS.15.3.28" target="_blank" rel="noreferrer noopener"&gt;https://doi.org/10.51983/ijiss-2025.IJISS.15.3.28&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;a href="https://www.scopus.com/pages/publications/105020414703?origin=resultslist" target="_blank" rel="noreferrer noopener"&gt;https://www.scopus.com/pages/publications/105020414703?origin=resultslist&lt;/a&gt;</text>
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          <description>The spatial or temporal topic of the resource, the spatial applicability of the resource, or the jurisdiction under which the resource is relevant</description>
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              <text>Mohmedmhdi H., Department of Computers Techniques Engineering, College of Technical Engineering, Islamic University in Najaf, Najaf, Iraq, Department of Computers Techniques Engineering, College of Technical Engineering, Islamic University in Najaf of Al Diwaniyah, Al Diwaniyah, Iraq; Swathi P., School of Business and Management, Kristu Jayanti Deemed to be University, Bangalore, India; Praveenraj D.D.W., School of Business and Management, CHRIST University, Bangalore, India; Thayumanavan K., Department: Management Studies, Velammal College of Engineering and Technology (Autonomous), Madurai, India; Kannan A.S., Department of Management Studies, New Prince Shri Bhavani College of Engineering and Technology, Chennai, India; Sachdeva L., Department of Management, Kalinga University, Chhattisgarh, Naya Raipur, India</text>
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              <text>Digital repositories are critical in storing and distributing of scholarly materials and research data applicable in different fields. One thing, which is a problem despite the academic setting, is the need to sustain a user activity as the motivation to use a repository is not always consistent. One of the issues that could be solved with the help of Gamification is the need to maintain interaction by incorporating game elements into non-game contexts. This article presents a discussion on enhancing interaction with digital repository users and finding information using gamification analytics. By capturing real-time data and making behavioral decisions, we will learn how users engage with the gamification capabilities, such as earning points, badges, leaderboard position, and tracking achievements. This paper will use case study as a research design to investigate the impact of game-like characteristics integrated in an academic repository system. Key performance indicators (KPIs) that are used to measure levels of user motivation and engagement are session time, frequency of visits, and depth of reading. The findings show that the users experienced more active and content-oriented discovery experiences in comparison to the repository when it was configured in relation to their preferences and objectives using user-centered gamification strategies. Also, the study stresses the necessity of constant evaluation and flexible structures to track engagement over a longer period. This study also contributes to the knowledge of digital library sciences by forming a model of introducing gamification strategies into management systems based on data analysis. The results show that analytics can be used as evaluative measures of participation and as evaluative criteria for adjusting designs and enhancing the experience.  The Research Publication,.</text>
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              <text>Academic Libraries; Analytics; Digital Repositories; Gamification; Information Retrieval; User Behavior; User Engagement</text>
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          <name>Publisher</name>
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              <text>The Research Publication</text>
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              <text>ISSN: 22316094;</text>
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              <text>English</text>
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          <description>The nature or genre of the resource</description>
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              <text>Article</text>
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          <name>Rights</name>
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              <text>All Open Access; Hybrid Gold Open Access</text>
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          <name>Format</name>
          <description>The file format, physical medium, or dimensions of the resource</description>
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              <text>online</text>
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