Content area
Purpose
This study aims to identify the factors influencing the adoption of extended reality (XR) applications in libraries for sustainable innovative services and reveal the challenges of adopting XR technology in libraries.
Design/methodology/approach
A systematic literature review was applied to address the study’s objectives. The 26 most relevant seminal studies published in peer-reviewed journals were selected to conduct the study.
Findings
The findings showed that access to digital collections, skill development, marketing, innovation and sustainable development factors influence the adoption of extended reality applications in libraries. The study illustrated that technical challenges, financial challenges, the unavailability of staff expertise and lack of institutional support caused barriers to the adoption of XR in libraries.
Originality/value
The study has added valuable literature to the existing body of knowledge. It has provided a framework to efficiently adopt extended reality in libraries for the delivery of sustainable, innovative services to library patrons.
Introduction
Libraries are considered the hubs for the implementation and adoption of cutting-edge technologies for the provision of sustainable innovative services to library patrons. Extended reality (XR) is an emerging technological application in librarianship that assists library users in virtualizing physical interfaces (Fujiuchi and Riggie, 2019; Salehi et al., 2023). Extended reality (XR) is an umbrella term encompassing augmented reality (AR), virtual reality (VR) and mixed reality (MR), which collectively blend or create immersive digital environments and experiences. As libraries play a vital role in supporting knowledge, the implementation of XR in academic settings offers several opportunities to librarians to refine services according to the evolving technologies in the present age (Ellern and Cruz, 2021; Kluge et al., 2023). Academic libraries adopt XR technology to offer sustainable innovative library services to library patrons and to conduct efficient information literacy sessions (Frost et al., 2020; Oyelude, 2018; Pregowska et al., 2024).
For enhancing efficiency, productivity and sustainability in library activities, extended reality plays a supportive role (Vasarainen et al., 2021). Space flexibility is a prominent factor influencing librarians to implement XR applications in libraries. Extended reality services may be initiated in libraries through the availability of an XR headset, a pair of controllers and an XR-ready computer (Huber et al., 2021; Jain and Behera, 2023). XR provides an interactive virtual environment to library patrons so they can feel innovative things happening in real-time (Billingsley et al., 2019; Greene and Groenendyk, 2021). Smart integrated library services are started and sustained through XR effectively and efficiently to support the mission of educational institutions (Fang, 2020; Oladokun et al., 2023; Wei et al., 2015).
In our current age, libraries are the laboratories of experimentation to address the diverse needs of their Generation Z users and other users (e.g., those with disabilities), making the adoption of emerging technological tools including XR highly indispensable (Alomari et al., 2023; Biocca et al., 2007; Hahn, 2012). Extended reality is a productive tool for the delivery of context-aware library management as it assists library leadership in managing routine library operations efficiently (Garoufali and Garoufallou, 2024; Krevelen and Poelman, 2010; Shatte et al., 2014). Digital training services are provided to library patrons through the incorporation of XR applications in academic settings (Ylipulli et al., 2023). Extended reality proves fruitful in reshaping library services and encourages librarians to offer technology-based solutions to facilitate end users effectively and efficiently (Lessick and Kraft, 2017; Schone et al., 2023; Vasarainen et al., 2021). It is innovative in its nature and has the capability to transform information accessibility to support the information and research needs of library patrons (Margam, 2024).
Many different XR devices and services are available in academic libraries. The most popular XR devices used in libraries are the HTC VIVE, the Oculus Rift by Facebook and Google Cardboard (Frost et al., 2020). XR applications are very helpful for collection managers who have to do difficult and time-consuming tasks like checking shelves, managing inventory and finding lost or missing items. XR technologies could make these tasks easier and faster, allowing staff to spend more time on other important work (Fujiuchi and Riggie, 2019). XR is innovative for libraries in several ways. It assists libraries to create immersive experiences, such as virtual tours of their collections or historical sites, giving users a new way to explore and learn. XR can make rare items accessible to everyone by creating digital, 3D versions that can be explored in detail without the risk of damage. It can enhance learning experiences by offering interactive educational content. This technology helps with practical tasks like virtual training for staff, making libraries more modern and user-friendly (Alomari et al., 2023; Garoufali and Garoufallou, 2024; Oladokun et al., 2023; Schone et al., 2023).
Certain challenges are associated with the adoption of XR technology in library settings. To implement, use and sustain XR applications in libraries technical expertise is required. Problems often happen in the effective functioning of XR-based library services due to integration, incompatibility and the unstable nature of the operating systems (Carmigniani et al., 2011; Jung et al., 2021; Rauschnabel et al., 2019; Wang and Lin, 2024). The availability of advanced IT infrastructure is a potential challenge to adopt XR-based library services (Hannah et al., 2019; Zoleykani et al., 2023). Management of XR programs for developing customized library services is a prominent challenge for librarians (Borhani et al., 2023; Cook et al., 2019). Budget procurement, data governance, collaboration and human resource insecurity are potential issues attached to the implementation of XR technology in library settings (Margam, 2024; Mayesti et al., 2024).
Statement of the problem
Extended reality has brought revolutionary changes in library settings through the provision of sustainable innovative library services to end users. For the delivery of customer-centred services, the adoption of XR technology plays a vital role. It assists librarians in designing library services according to the changing needs of end users. In the past, many investigations were conducted on different aspects of extended reality in the library domain; however, no systematic literature review (SLR) was conducted to identify the factors influencing the adoption of XR applications in libraries for sustainable innovative services. It is a pertinent gap in the existing literature that needs to be bridged through a SLR methodology. This study has aimed to fill this important theoretical gap by adding valuable literature to the existing body of knowledge.
Fujiuchi and Riggie (2019) mentioned in their study that extended reality supports in preserving, recording and managing content through the latest techniques and tools. The study recommended insights for the incorporation of XR applications in the routine operations of academic libraries. Findings raised the need to conduct further investigations related to extended reality in the library field. Ellern and Cruz (2021) investigated VR and related XR emerging technologies through the qualitative method by interviewing 13 librarians. The findings of their empirical investigation revealed that XR applications assisted in the adoption of innovative library services. The study recommended tackling challenges associated with the implementation and sustainability of extended reality in university libraries. Huber et al. (2021) concluded through their study that collaborative efforts are essential for the sustainable adoption of XR-based library services. Different authors in the past highlighted the significance of conducting investigations on extended reality in librarianship through different research methodologies including the SLR methodology for offering a broader outlook (Borhani et al., 2023; Cook et al., 2019; Fang, 2020; Greene and Groenendyk, 2021; Hannah et al., 2019; Oyelude, 2018; Vasarainen et al., 2021; Ylipulli et al., 2023). So, the study on the factors influencing the adoption of extended reality applications in libraries for sustainable innovative services was conducted through a SLR for producing important contributions.
The study has assisted in identifying the factors influencing the adoption of extended reality applications in libraries for sustainable innovative services. It has revealed challenges for the adoption of XR technology in library settings. It has provided valuable insights to incorporate extended reality applications in library operations. The study has offered valuable recommendations based on evidence-based data sets to take practical measures for the effective adoption of XR in university libraries. The study has provided a baseline for management bodies to construct policies for the successful adoption of XR in libraries for sustainable innovative library services.
In total, 26 research papers published in peer reviewed journals were selected to carry out the current study. Thematic analysis based on the 26 selected research articles was used to address the study’s objectives. This study has added valuable literature to the existing body of knowledge through the identification of factors influencing the adoption of XR applications in libraries for sustainable innovative services. It has provided practical solutions to address challenges associated with the adoption of XR in libraries. It has developed a framework based upon the study’s findings for the management bodies to integrate extended reality technology in libraries efficiently.
Objectives of the study
The study’s objectives are as follows:
To identify the factors influencing the adoption of extended reality applications in libraries for sustainable innovative services.
To reveal challenges associated with the adoption of extended reality technology in library settings.
Research methodology
The “preferred reporting items for the systematic review and meta-analysis” (PRISMA) technique was applied as a research methodology to conduct the study. PRISMA is used for reporting reviews and evaluating randomized trials, but it can also be used as a basis for reporting systematic reviews. The four steps in PRISMA are known as identification, screening, eligibility and inclusion. A four phase flow chart is shown to conduct the studies based on the SLR methodology.
In the studies based on the SLR methodology, focused objectives are shown. The worldwide existing literature on the topic under investigation is carefully explored to conduct the study systematically. The most relevant studies having a close alignment with the pre-determined objectives are selected through strict eligibility criteria. The methodology of SLR is applied in various disciplines including information management, computer sciences, IT, cyber security, education, medical sciences, psychology, law and management sciences to keep in view its potential benefits. The SLR methodology ensures transparency and the replicability nature of the studies to maintain the credibility of the research findings. It assists in advancing knowledge by identifying current practices and guiding future directions (Shahzad et al., 2023).
In the current study, the methodology of SLR was applied keeping in view its potential outcomes and nature of the study. Four different stages are executed in SLR-based studies. These stages are known as planning, selection, extraction and execution. Each stage includes various sub-stages. These stages are interpreted, as shown below, systematically:
Stage 1: Planning
Research questions: The research questions of the study include specific criteria that include the factors influencing the adoption of extended reality in libraries and challenges associated with the adoption of extended reality in libraries. These research questions have been developed in a specific order and may be addressed systematically.
Search strategy: Various techniques and strategies were applied to locate the relevant existing literature published worldwide. These strategies and techniques are elaborated as follows:
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-Search terms: Different search terms were created through pre-defined methods and criteria. Table 1 displays the search strategies that were applied for extracting the required literature from the existing worldwide literature.
Different techniques were used for searching the required literature. The following phrases and keywords were applied to explore the most relevant core studies to conduct the investigation:
(“Extended applications in libraries” OR “Factors influencing extended reality in libraries” OR “Extended reality adoption in libraries” OR “Impact of extended reality on library services” OR “Effects of extended reality on librarians” OR “Challenges to adopt extended applications in libraries”)
AND
(“Extended reality in libraries” OR “Benefits of XR in libraries” OR “XR based library services” OR “Implementing XR in libraries” OR “Extended technology” OR “Adopting extended reality” OR “Extended reality for smart library services” OR “Extended reality applications” OR “XR in library services” OR “Extended reality for sustainable library services” OR “Extended reality technology” OR “Extended reality games” OR “XR based library management” OR “Effects of XR in libraries” OR “Implementing XR for smart libraries” OR “XR for innovation” OR “XR library orientations”)
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-Literature resources and existing research: Thirteen different digital databases and the Google Scholar search engine were applied to search for studies on the impact of AR on libraries and librarians. The databases included LISTA, LISA, Web of Science, Scopus, Computer Index Australia (CIA), ProQuest, ERIC, EBSCOHost, Wiley Inter Science, Emerald, Association of Computing Machinery (ACM), IEEE Xplore and Science Direct. Articles published in peer reviewed journals were accessed. Index terms were used to locate the maximum available studies on the topic. Different filters were applied through advanced search options for finding narrower results. The authors explored relevant studies from their different working universities to avoid any search bias.
Stage 2: Selection
Search process: In the studies based on SLR methodology, relevant studies are explored from the worldwide published literature. Figure 1 shows the four phase PRISMA diagram of the search process.
Step 1: 13 digital databases and the Google Scholar search engine were searched to explore articles published in the world’s reputable peer reviewed journals.
Step 2: The explored material was sorted, duplications were excluded, and irrelevant studies were withdrawn. Titles of the manuscripts were observed carefully for ensuring relevancy of the research papers. To match the shortlisted sorted research papers having an alignment with the study’s research questions, quality and assessment criteria were applied.
Scrutiny and filtering: 4,980 searched documents (as displayed in Figure 1) discovered through 13 digital databases and one scholarly search engine were filtered to ensuring precision and relevancy. This process included critical observation of the titles of selected articles, the language of the articles, type, content, journal type and journal scope for the inclusion of the most relevant seminal research papers. Table 2 shows the inclusion and exclusion criteria.
Stage 3: Extraction
The method of scorekeeping was applied for the searched documents according to pre-developed questions. A checklist was designed to check the quality of the studies. The searched articles were allocated a score aligned with specific categories. The score mapping consisted of the options of “yes”, “partially”, “no” and “not at all”. This process supported in selecting the most relevant studies to conduct the SLR on the topic under investigation. Table 3 shows a checklist for mapping the quality of the studies.
Stage 4: Execution
The final stage was to ensure the validity of the retrieved studies. The list was matched against the pre-set eligibility criteria. A critical and careful evaluation was executed to include the most relevant seminal research papers. In the end, 26 articles meeting all requirements were included in the list to conduct the SLR on the factors influencing the adoption of extended reality in libraries.
Figure 1 displays the search process explicitly. It shows that initially 4,980 studies were accessed through 13 different digital databases and the Google Scholar search engine. Some 1,578 studies were excluded for not matching the eligibility criteria; a further 354 studies were skipped due to duplications; 941 studies were eliminated through a screening process of the titles and abstracts of the studies; 17 articles were eliminated for being published in other languages than English; 593 studies were withdrawn through the evaluation process; and 1,471 research papers were not selected for being irrelevant. Finally, the 26 most relevant seminal research papers were selected to carry on the study.
Results
A thematic approach was applied to interpret the results of the different studies (n = 26) through standardized procedures. This approach assisted in organizing diverse data into meaningful themes, facilitating the synthesis of findings across multiple sources. The selected articles were thoroughly read to identify key concepts, themes and patterns. A coding system was used to label segments of text that related to specific ideas. After having done the coding of all the articles, similar codes were grouped to form categories. These categories represented broader themes that covered the essence of the coded data. Within each category, sub-categories were identified that represented more specific dimensions of the broader theme. Finally, themes were organized hierarchically to show how these themes answer the research questions and contribute to the existing body of knowledge.
The findings of the study have been presented in two sections. In Section 1, descriptive analysis has been shown, which shows an overview of the selected studies, results retrieved from the digital databases, and area-wise distribution of the studies. In Section 2, analysis has been conducted according to the study’s objectives.
An overview of the selected studies
The table produced through supplementary file displays the authors’ information, publication years of the studies, authors’ affiliated countries and journals of the studies. It shows key variables of the study that include factors influencing the adoption of extended reality (XR) in libraries and associated challenges to adopt XR technology in libraries.
Studies retrieved from different databases
A total of 4,980 studies were accessed through 13 digital databases and the Google Scholar search engine: 172 articles were accessed through LISTA, 169 from LISA, 888 via Web of Science, 738 through Scopus, 136 from CIA, 154 through ProQuest, 29 via ERIC, 139 from EBSCOHost, 268 through Wiley Inter Science, 228 from Emerald, 339 via ACM, 264 from IEEE Xplore, 375 through Science Direct and 1,086 from Google Scholar. These articles were accessed from September 2023 to April 2024 from different universities. In total, 26 peer reviewed research papers were selected to carry out the study through SLR.
Area-wise distribution of the studies
The findings of the study showed that most of the selected articles were published in the USA (n = 11). The selected articles (n = 26) were produced by nine different countries across the world on the factors influencing the adoption of extended reality (XR) applications in libraries for sustainable innovative services. Figure 2 illustrates a graphical view of the geographical territories in which the studies had been investigated on extended reality in the context of librarianship.
Factors influencing the adoption of extended reality technology in libraries
The study identified the five major factors influencing the adoption of extended reality technology in libraries. These factors included access to digital collections, skill development, marketing, innovation and sustainable development. These adoption factors are detailed as follows.
Access to digital collections
Access to digital collections is a prominent factor influencing the adoption of extended reality (XR) technology in libraries. Valuable resources are delivered to library patrons through the implementation of XR applications in academic settings (Frost et al., 2020). Enhanced user interaction and collaboration influence the adoption of XR (Fujiuchi and Riggie, 2019). A wide range of potential benefits to end users of the libraries encourage the adoption of XR in libraries (Borhani et al., 2023). XR technologies, including VR, enable libraries to offer users enriched access to digital collections (Cook et al., 2019). XR technology enables library users to create a digital storytelling application with a block-based programming toolkit (Jung et al., 2021). Due to innovations in XR, a revolution has taken place in educational settings and the usage in libraries is being increased (Salehi et al., 2023; Schone et al., 2023).
Skill development
Different roles drive libraries to adopt XR to enhance their support of creative projects, educational services, and provide access to cutting-edge technology (Ellern and Cruz, 2021). Librarians’ skills are strengthened to adopt XR to cater to a wider range of academic needs. These services support skill development and make XR technology more accessible to a broader audience (Frost et al., 2020). XR technology can enhance various facets of library services including virtual reference, digital collections and information delivery (Fujiuchi and Riggie, 2019; Lessick and Kraft, 2017). XR enhances the professional expertise of the librarians for the adoption of and to facilitate smart library services for the end users (Margam, 2024).
Marketing
Effective marketing strategies can significantly influence the adoption of XR technology in libraries (Frost et al., 2020). Portable XR setups support anywhere from individual learning experiences to group activities (Ellern and Cruz, 2021). In educational settings, XR proves significantly fruitful for the delivery of efficient outcomes (Lessick and Kraft, 2017). XR assists in predicting and managing operational risks and enhancing safety protocols (Zoleykani et al., 2023). By incorporating XR technologies, librarians can offer immersive and interactive experiences to library patrons (Margam, 2024). Educational programs can be more effective and interactive through the adoption of XR in library settings (Margam, 2024).
Innovation
Innovation is an important factor that influences the adoption of extended reality (XR) in libraries. XR technologies are implemented to support teaching and research across various disciplines. The adoption of VR in libraries aligns with the broader mission of fostering technological innovation (Cook et al., 2019; Figueroa, 2015; Greene and Groenendyk, 2021; Pregowska et al., 2024). XR applications can deliver an engaging and interactive information experience to library patrons (Hahn, 2012). XR technologies offer unique opportunities to enhance cross-disciplinary collaborations. The growing affordability and accessibility of XR hardware make it easier for libraries to incorporate these technologies into their collections (Hannah et al., 2019; Huber et al., 2021). Health sciences libraries can leverage XR to support the creative and educational endeavours of their users (Lessick and Kraft, 2017; Oyelude, 2018). The delivery of context-sensitive information influences the adoption of XR in libraries (Shatte et al., 2014). XR technologies are increasingly used for training and remote collaboration. Libraries can use XR to enhance the evaluation of knowledge transfer processes (Vasarainen et al., 2021). XR proves fruitful for the transformation of knowledge and practical skills training (Kluge et al., 2023; Oladokun et al., 2023).
Sustainable development
The sustainability of innovative library services is a significant factor of the adoption of extended reality applications in library settings (Hahn, 2012). XR technologies can significantly improve the delivery and quality of knowledge services in smart libraries. The incorporation of XR technologies is crucial for developing and implementing smart service models in libraries (Fang, 2020; Jung et al., 2021; Ylipulli et al., 2023). Libraries can leverage XR to promote inclusive learning environments to library patrons regardless of gender. Libraries can use XR to foster active engagement in learning activities (Margam, 2024). The adoption of XR technologies in libraries is significantly influenced by the perceived value and benefits these technologies offer. XR can facilitate deep engagement and sustained interest in educational and informational activities (Wang and Lin, 2024).
Figure 3 illustrates the categories of factors and sub-factors influencing the adoption of extended reality technology in libraries.
Challenges to adopt extended reality in libraries
The findings of the study showed four different challenges to adopt extended reality in libraries. These included technical challenges, financial challenges, staff expertise and institutional support. These challenges are elaborated as follows.
Technical challenges
The integration of XR technologies involves managing various components, such as display technologies, input devices and interaction techniques. Librarians face problems in managing XR applications due to inconsistent advancements in the system (Borhani et al., 2023). Licensing issues can complicate the adoption of XR technology (Ellern and Cruz, 2021). Implementing XR technologies in libraries involves navigating significant technical complexities (Fang, 2020; Pregowska et al., 2024). One significant challenge is the theoretical and practical organization of XR collections. Another challenge is cultivating the expertise required to support and maintain XR technologies (Hannah et al., 2019). Developing and maintaining applications like Libagent requires specialized knowledge and resources (Shatte et al., 2014). Implementing XR technologies involves significant technical complexity, integration and resource investment (Salehi et al., 2023; Schone et al., 2023). Developing and curating XR content that is accessible, inclusive and relevant to different age groups, learning styles and educational backgrounds can be challenging (Margam, 2024). One of the major challenges in adopting XR technologies is the complexity of operating in a 3D space (Wang and Lin, 2024). Compatibility issues and the digital divide impact the adoption of XR applications in libraries (Kluge et al., 2023; Oladokun et al., 2023).
Financial challenges
Maintaining sufficient financial resources is a great challenge for the successful adoption and sustainability of extended reality technology in libraries. The adoption of XR technologies can be resource-intensive as substantial financial investment is required for both hardware and software (Fang, 2020; Figueroa, 2015; Hahn, 2012). Acquiring and maintaining XR technology can be expensive (Frost et al., 2020). Implementing XR technology can be expensive due to the necessary infrastructure upgrades (Fujiuchi and Riggie, 2019). Funding challenges are associated with adoption of XR technologies in library settings (Jung et al., 2021; Vasarainen et al., 2021; Wang and Lin, 2024).
Staff expertise
The unavailability of expert staff possessing the required skills to manage extended reality in library settings is a potential challenge (Ellern and Cruz, 2021; Fujiuchi and Riggie, 2019). Most librarians cannot manage library websites for the provision of detailed information about the type of support available for XR technologies (Greene and Groenendyk, 2021). Shortage of skilled manpower having XR expertise is a prominent problem for the implementation of XR technology in libraries (Jung et al., 2021). Integrating XR technologies into the existing library infrastructure and services can be complex and is not easily managed by working library staff (Lessick and Kraft, 2017). Integrating VR technology into the broader service ecology of the library network poses significant challenges. Libraries often face limited experience and skills in managing the adoption and scaling of new technologies (Ylipulli et al., 2023).
Institutional support
Without effective institutional support, extended reality technology may not be adopted in library settings (Shatte et al., 2014). There is a need for comprehensive training programs to familiarize librarians with XR technologies (Figueroa, 2015; Oyelude, 2018). There is a lack of direct integration with academic curricula (Greene and Groenendyk, 2021). Despite the benefits of XR technologies, there is a significant challenge in the form of insufficient guidance on how to effectively introduce and integrate these technologies within library settings (Cook et al., 2019; Frost et al., 2020). Ensuring that XR services provided by the library do not duplicate existing campus services requires careful coordination and communication with other departments (Huber et al., 2021; Vasarainen et al., 2021). Integrating XR technologies into libraries requires substantial commitment from library administration and management (Margam, 2024).
Table 4 clearly displays key challenges along with relevant sub-challenges for the adoption of extended reality technology in library settings.
By addressing the above challenges, librarians can develop a comprehensive strategy to overcome the challenges of adopting XR technologies in libraries.
Discussion
This is the first study of the factors influencing the adoption of extended reality technology in libraries using SLR. Data extracted for this study has represented the geographical dispersion of published literature from the USA, Taiwan, Nigeria, India, Finland, China, Canada, Poland and Australia.
Extended reality supports the creation of interactive simulations that can make complex concepts more accessible. Libraries can offer simulations that cover a wide range of subjects. This hands-on approach helps users understand scientific principles through experiential learning. XR can support personalized learning by adapting content to the user’s pace and preferences.
The first objective of the study was to identify the factors influencing the adoption of extended reality (XR) applications in libraries for sustainable innovative services. The findings of the study displayed that an active library leadership is a significant factor for the adoption of XR technology in libraries. Effective leadership plays a vital role in the adoption of new technologies in library settings. Leaders are responsible for setting a vision, securing funding, motivating staff and managing change. In the context of libraries, leaders must understand the unique needs of their patrons and the potential benefits and challenges of integrating advanced technologies like XR. Borhani et al. (2023) and Margam (2024) mentioned in their investigations that without strong leadership, the adoption and sustainability of XR technology in libraries is not easily managed. Without an efficient library leadership, libraries may lack direction and fail to identify the most impactful ways to use XR. Creativity in library services is crucial for the adoption of XR applications because it allows libraries to reimagine how they engage with users and deliver information. By thinking creatively, libraries can tailor XR applications to meet the unique needs of their communities, making the library a more dynamic and innovative space. Jain and Behera (2023) and Oladokun et al. (2023) stated that innovation enhances user engagement and demonstrates the library’s commitment to embrace XR technology.
The second objective of the study was to identify challenges associated with the adoption of XR applications in library settings. Findings showed that the lack of technical assistance is a significant barrier to adopt XR technology in libraries. Without sufficient technical support, library staff may struggle with the complexities of setting up, maintaining and troubleshooting XR systems, which can lead to the abandonment of the technology. Borhani et al. (2023), Ellern and Cruz (2021) and Pregowska et al. (2024) mentioned that to successfully integrate XR into library services, reliable technical assistance is essential. Findings displayed that the lack of organizational cooperation is a major barrier to implement extended reality technology in libraries because successful implementation requires alignment and collaboration across various departments and stakeholders. Without cooperation, there may be a disconnect between decision makers, IT staff and library personnel, leading to challenges in securing the necessary resources, support and training for XR initiatives. Alomari et al. (2023), Garoufali and Garoufallou (2024) and Schone et al. (2023) claimed that organizational cooperation is essential to leverage XR technology effectively in library settings.
Figure 4 illustrates the framework for the efficient adoption and sustainability of extended reality technology in library settings.
Conclusion
The research team conducted an SLR based on 26 research articles to identify the factors influencing the adoption of extended reality technology in libraries. Based on the findings, it is concluded that access to digital collections, skill development, marketing, innovation and sustainable development factors influence the adoption of extended reality applications in libraries. The study illustrated that technical challenges, financial challenges, unavailability of staff expertise and lack of institutional support caused barriers to the adoption of XR in libraries.
This cross-regional study has revealed significant evidence-based data sets to make the findings generalizable. It has provided theoretical implications by adding a substantial amount of literature to the existing body of knowledge. It has offered practical implications for the management bodies to effectively adopt XR applications in library settings. It has provided social implications to refine library services through the incorporation of extended reality applications for serving the diverse needs of society. It has offered methodological implications through the employment of SLR methodology.
The study has some key limitations. One key limitation of the study is the inclusion of only peer reviewed research papers. The current study has been conducted by applying systematic review methodology; however, the effects of extended reality technology on the university librarians and libraries of different countries need to be identified by using quantitative, qualitative or mixed methods designs. Another limitation worth mentioning is the inclusion of only those studies that were published in the English language. This study has included articles retrieved through digital databases. Literature was not explored through institutional repositories, search engines and blogs to offer a broader outlook.
The authors would like to thank Prince Sultan University for their support.
Declaration of conflicting interests: The authors declare no potential conflicts of interest with respect to the research, authorship and/or publication of this article.
Figure 1.The four phase PRISMA flow diagram
Figure 2.Area-wise distribution of the studies
Figure 3.Factors influencing the adoption of extended reality technology in libraries
Figure 4.Framework to adopt extended reality in libraries
Table 1.
Search strategies to search the relevant literature
| Sr. no. | Search strategies |
|---|---|
| 1 | Extrapolation of the most common themes from the study’s research questions |
| 2 | List of possible alternative spellings |
| 3 | Use of keywords from the title of the article as a major strategy during the literature search |
| 4 | Development of general key research questions of the study |
| 5 | Selection of keywords from the study’s objectives showing directions of the research |
| 6 | Employment of keywords used by other authors in their similar investigations |
| 7 | Construction of a list of synonyms for further searching |
| 8 | Usage of the boolean operator “and” to narrow search results by requiring both terms to be present |
| 9 | Use of boolean operator “or” to broaden search results by retrieving documents that contain either of the terms or both |
| 10 | Use of boolean operator “NOT” to retrieve required records and to exclude irrelevant material |
Source: Authors’ own work
Table 2.
Inclusion and exclusion criteria
| Sr. no. | Inclusion criteria | Exclusion criteria |
|---|---|---|
| 1 | Articles published in the english language | Articles not published in the english language |
| 2 | Papers covering research questions of the study | Papers not matching with the study’s objectives |
| 3 | Research papers published from 1 January 2012–1 April 2024 | Research papers published before 2012 |
| 4 | Papers covering key variables of the study. These documents were related to the factors influencing the adoption of extended reality in libraries, and the challenges to adopt extended reality applications in libraries | Articles not covering key constructs of the study |
| 5 | Only peer reviewed research papers | Conference proceedings, books, book chapters, grey literature, dissertations, magazines articles, institutional reports, newspaper articles, institutional newsletters, etc |
| 6 | Research papers published in google scholar and the world’s renowned digital databases (i.e., LISTA, LISA, web of science, scopus, computer index Australia [CIA], ProQuest, ERIC, EBSCO host, wiley inter science, emerald, association of computing machinery [ACM], IEEE Xplore and Science Direct | Articles published in institutional repositories, blogs, search engines and social networking websites |
| 7 | Research papers covering at least one of the study’s objectives | Articles not covering any research question |
| 8 | Articles matching with the study’s topic | Research papers not matching with the study’s topic |
Source: Authors’ own work
Table 3.
Checklist for mapping the quality of the studies
| QA ID | Checklist questions |
|---|---|
| QA 1 | Is the study’s topic relevant? |
| QA 2 | Are the study’s objectives clearly stated? |
| QA 3 | How are the research questions developed? |
| QA 4 | Is the problem statement adequately elaborated? |
| QA 5 | Does adequate relevant literature exist? |
| QA 6 | Is the research methodology appropriate? |
| QA 7 | Is an appropriate population available? |
| QA 8 | Has an adequate sample size been taken? |
| QA 9 | Have suitable data collection tools been applied? |
| QA 10 | Does an adequate response rate exist? |
| QA 11 | How were the gathered data coded and analysed? |
| QA 12 | Are reasonable findings elaborated? |
| QA 13 | Is there similarity between topic, objectives, introduction, problem statement, literature review, methodology and findings? |
| QA 14 | Are theoretical, practical and social implications available? |
| QA 15 | Is the research information useful for extensive academic research? |
Notes:yes = 1; partially = 0.5; no = 0.5; not at all = 0
Source: Authors’ own work
Table 4.
Challenges to adopt extended reality technology in libraries
| Sr. no. | Categories | Sub-categories |
|---|---|---|
| 1 | Technical challenges | •Complexity of implementation |
| 2 | Financial and resource challenges | •Significant financial investment in both hardware and software |
| 3 | Staff expertise and training | •Training programs to familiarize librarians with XR technologies |
| 4 | Guidance and coordination | •Lack of clear guidance for implementation |
| 5 | Infrastructure and accessibility | •Challenges related to the availability and accessibility of the necessary technological infrastructure |
| 6 | User engagement and curriculum integration | •Lack of direct integration with academic curricula |
| 7 | Institutional and administrative support | •Substantial commitment from library administration and management is required. |
| 8 | Sustainability and adaptability | •Sustainability across different institutions |
| 9 | Technological and visual challenges | •Technological complexity |
| 10 | Content development and management | •Managing and sharing a growing amount of user-generated content |
| 11 | Implementation challenges | •Specialized knowledge and resources required for developing and maintaining XR applications |
Source: Authors’ own work
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