TY - JOUR AU - Prapinpongsakorn, Sasipimol PY - 2022/07/25 Y2 - 2024/03/29 TI - The Operations of Board Game Services and Users' Behavior in Academic Libraries JF - Journal of Information Science Research and Practice JA - JISRaP VL - 40 IS - 3 SE - Research Article DO - 10.14456/jiskku.2022.19 UR - https://so03.tci-thaijo.org/index.php/jiskku/article/view/256870 SP - 79-98 AB - <p><strong>Purpose: </strong>This study examines the board game service engagement and users’ behavior in using the service in academic libraries for supporting their learning. </p><p><strong>Methodology: </strong>This research is divided into 2 stages.  Stage one is a qualitative investigation gathering data through the interviews with responsible board game service staffs of the academic libraries.  In stage two, questionnaires are used for quantitative data collection.</p><p><strong>Findings: </strong>The analysis of the collected data reveals that the majority of academic libraries possess board game service policies; no structural organization of the service exists and no working unit is assigned to be responsible for the service implementation; and the game service operation process is similar to that of other library resources in terms of acquisition, organization, classification and cataloging system. With regard to the board game service location, it was found that the board game service areas are either arranged in a separate space or shared with other service divisions.  In addition, the board game service provision in general is similar to the other library services in that there are staffs for providing the service.  Users are allowed to play the board games in the library and no single game can be checked out. The analysis of the game users’ behavior indicates that they play the board games for pleasure and mainly for tension relief; the maximum number of their use experience is 1 – 3 times; they often use the game service when they have no class schedule and their favorite games are party games.  As for the factors which impact the board game service, service areas and facilities are found to have the greatest impact toward the service usage.</p><p><strong>Applications of this study: </strong>Findings from this study can be applied in the board game service quality development in a library to meet its user needs.</p> ER -