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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">bibliosfera</journal-id><journal-title-group><journal-title xml:lang="ru">Библиосфера</journal-title><trans-title-group xml:lang="en"><trans-title>Bibliosphere</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">1815-3186</issn><issn pub-type="epub">2712-7931</issn><publisher><publisher-name>ГПНТБ СО РАН</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.20913/1815-3186-2017-1-93-98</article-id><article-id custom-type="elpub" pub-id-type="custom">bibliosfera-322</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ОБЗОРЫ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>OVERVIEWS</subject></subj-group></article-categories><title-group><article-title>Геймификация библиотечного пространства в зарубежных странах</article-title><trans-title-group xml:lang="en"><trans-title>Gamification of the library space in foreign countries</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Варганова</surname><given-names>Г. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Varganova</surname><given-names>G. V.</given-names></name></name-alternatives><bio xml:lang="ru"><p>доктор педагогических наук, профессор кафедры библиотековедения и теории чтения,</p><p>Санкт-Петербург</p></bio><bio xml:lang="en"><p>Saint-Petersburg</p></bio><email xlink:type="simple">interel@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Санкт-Петербургский государственный институт культуры</institution><country>Россия</country></aff><aff xml:lang="en"><institution>Saint-Petersburg State Institute of Culture</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2017</year></pub-date><pub-date pub-type="epub"><day>30</day><month>03</month><year>2017</year></pub-date><volume>0</volume><issue>1</issue><fpage>93</fpage><lpage>98</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Варганова Г.В., 2017</copyright-statement><copyright-year>2017</copyright-year><copyright-holder xml:lang="ru">Варганова Г.В.</copyright-holder><copyright-holder xml:lang="en">Varganova G.V.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.bibliosphere.ru/jour/article/view/322">https://www.bibliosphere.ru/jour/article/view/322</self-uri><abstract><p>Игровая деятельность имеет большое значение для развития общества в целом и каждого отдельного человека. Игра помогает человеку понять и освоить основы социального и культурного взаимодействия в контексте исторического развития общества. Геймификация – одно из наиболее динамично развивающихся направлений в деятельности публичных библиотек. Статья отражает основные подходы к геймификации библиотек и кратко характеризует наиболее эффективные технологии в контексте профессионального дискурса. Подчеркивается роль научных исследований как инструмента, способствующего внедрению инноваций и повышению качества программ геймификации. Вклад библиотечно-информационных специалистов в разработку проблем геймификации оценивается как крайне важный для представителей других областей, интересующихся этой проблемой.</p></abstract><trans-abstract xml:lang="en"><p>Gaming plays an important role in the development of society and human beings. Involvement in gaming helps people to understand the fundamentals of social and cultural interactions in the historical context. Gaming in public libraries is one of the most dynamic directions of their activity. The article provides insights into main approaches to gaming in public libraries and describes briefly the most effective technologies in the professional discourse context. Research is outlined as a prerequisite for practical librarians to make decisions in exploring innovations and raising the quality of gaming programs in libraries. The library-information science specialists’ contribution in developing the gamification problem theoretical concepts is assessed as important one to specialists of different sciences concerning this topic.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>библиотечно-информационная деятельность</kwd><kwd>публичная библиотека</kwd><kwd>геймификация в библиотеках</kwd><kwd>перспективы развития геймификации</kwd><kwd>библиотечно-информационное образование</kwd><kwd>научные исследования</kwd><kwd>профессиональный дискурс</kwd></kwd-group><kwd-group xml:lang="en"><kwd>library-information activity</kwd><kwd>public library</kwd><kwd>gamification in libraries</kwd><kwd>gamification development perspectives</kwd><kwd>library-information education</kwd><kwd>research</kwd><kwd>professional discourse</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Варганова Г. В. 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