<?xml version="1.1" encoding="utf-8"?>
<article xsi:noNamespaceSchemaLocation="http://jats.nlm.nih.gov/publishing/1.1/xsd/JATS-journalpublishing1-mathml3.xsd" dtd-version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><front><journal-meta><journal-id journal-id-type="publisher-id">JERA</journal-id><journal-title-group><journal-title>Journal of Electronic Research and Application</journal-title></journal-title-group><issn>2208-3502</issn><eissn>2208-3510</eissn><publisher><publisher-name>Bio-Byword Scientific Publishing Pty. Ltd.</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26689/jera.v3i4.944</article-id><article-categories><subj-group subj-group-type="heading"><subject>Article</subject></subj-group></article-categories><title>Game as a Marketing Tool of Library</title><url>https://artdesignp.com/journal/JERA/3/4/10.26689/jera.v3i4.944</url><author>GeDonglin</author><pub-date pub-type="publication-year"><year>2019</year></pub-date><volume>3</volume><issue>4</issue><history><date date-type="pub"><published-time>2019-11-29</published-time></date></history><abstract>As a valuable means to attract users, there are not many game service cases in China, and only a few of previous studies on game program as marketing tools. Based on the method of literature research, we studied several cases and try to analyze how American libraries use game program to marketing themselves at three levels, in order to provide some advice for libraries that need to reach more patrons.</abstract><keywords/></article-meta></front><body/><back><ref-list/></back></article>
