“…Working within the confines of these similar definitions, academic libraries foresaw the multitude of advantages in gamifying the library experience: easing library anxiety, development of critical thinking skills, retention of information, and increasing student engagement and motivation (Walsh, 2014;Francis, 2017;Veach, 2019;Crowe & Sclippa, 2020). Gamification endeavors ran the gamut: murder mysteries used to improve users research skills, mobile apps used for orientations, a partnership with a design company to create an educational Johnson & Westbrooks 182 gamified platform like Lemontree, and incorporation of escape room kits like Breakout Edu.…”