Date of Award
5-26-2026
Thesis Type
Masters
Document Type
Dissertation
Divisions
Faculty of Arts and Social Sciences
Department
Department of Media and Communication Studies
Institution
Universiti Malaya
Abstract
This study explores how gamification strategies are integrated into Malaysian contemporary children's books and how these elements support young readers' motivation to participate in reading. Driven by the significant decline of children's reading motivation in Malaysia and the increasing dominance of screen- based content, this study applied qualitative content analysis to evaluate ten children's books, five paper books and five electronic books published between 2020 and 2025. In this study, the Gamification Content Analysis Framework (GCB-AF) of children's books based on Self-Determination Theory (SDT) is used to systematically examine how gamification elements are consistent with the psychological needs of autonomy, competence and relatedness. This study also considers the diversity of language and culture, and provides insights into how gamification can play a role in a multilingual and multicultural environment. These findings are aimed at providing evidence-based suggestions for educators, publishers and policy makers to design reading materials that re-engage children's literacy in a meaningful and developmental way.
Additional Information
Dissertation (M.A.) – Faculty of Arts and Social Sciences, Universiti Malaya, 2026.
Recommended Citation
Wang, Liao, "Gamification and children's reading motivation: A comparative study of print and digital books" (2026). Student Works (2020-2029). 1977.
https://knova.um.edu.my/student_works_2020s/1977
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