Academic Journal of Humanities & Social Sciences, 2026, 9(3); doi: 10.25236/AJHSS.2026.090306.
Miaomiao Guo
Business School, University of Shanghai for Science and Technology, Shanghai, China
As Chinese libraries continue to explore and innovate in the provision of public cultural services, gamified and entertainment-oriented reading promotion activities are increasingly appearing in the public sphere. This study employs a comparative analysis between gamified "alienated" activities and "benchmark" activities based on elements of IFLA Marketing Award-winning cases, aiming to investigate whether gamification or substantive content is more effective in reading promotion initiatives within Chinese libraries. Drawing on public goods theory, New Public Service theory, cultural rights theory, and Service-Dominant Logic, the study examines six critical dimensions: degree of gamification, entertainment elements, relevance of content, social media engagement, expert participation, and community co-creation. The findings demonstrate that successful reading promotion is not attributable to any single factor but results from the synergy of multiple conditions. The principle that "content is king" is reaffirmed, while the contextual utility of gamification is also validated when properly configured. The concept of library "alienation" is productively reframed as a specific dysfunctional configuration rather than an inherent property of innovation itself.
Core Competency of Libraries; Reading Promotion; Gamification; Public Cultural Services; IFLA Marketing Award
Miaomiao Guo. The Value of Core Competence in the Library: A Comparative Analysis Based on Reading Promotion Activities. Academic Journal of Humanities & Social Sciences (2026), Vol. 9, Issue 3: 39-45. https://doi.org/10.25236/AJHSS.2026.090306.
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