Library 5.0 and Immersive Technologies in Ghanaian Academic Libraries: The Role of VR and AR in Transforming User Experience
DOI:
https://doi.org/10.70112/ajist-2026.16.1.4363Keywords:
Library 5.0, Virtual Reality, Augmented Reality, Academic Libraries, User ExperienceAbstract
Emerging technologies such as Virtual Reality (VR) and Augmented Reality (AR) are redefining user engagement in academic libraries, particularly within the evolving framework of Library 5.0, which emphasizes personalization, collaboration, and intelligent systems. In Ghana, the integration of these immersive technologies remains relatively unexplored, necessitating an examination of awareness, adoption, and their potential impact on library services. This study aims to investigate the role of VR and AR in transforming user experiences in Ghanaian academic libraries. Specifically, it examines the level of staff awareness, the extent of technology use, perceived benefits, and the challenges affecting their adoption within the Library 5.0 context. A descriptive research design was employed to collect quantitative data from ninety (90) professional and paraprofessional staff across three major universities: the University of Ghana, the University of Cape Coast, and the Kwame Nkrumah University of Science and Technology. A structured questionnaire was administered to collect responses, and the data were analyzed using descriptive statistics with SPSS version 25.0. The findings revealed low awareness of Library 5.0 and immersive technologies, with most respondents reporting minimal or no familiarity. The extent of VR and AR use was also limited, as more than half of the respondents indicated no implementation of such technologies in their libraries. Despite this, respondents recognized the potential benefits of VR/AR in enhancing remote learning, supporting research engagement, and improving information retrieval. Major barriers identified included high equipment costs, inadequate technical expertise, poor internet connectivity, low digital literacy, and limited policy support. The study concludes that VR and AR adoption in Ghanaian academic libraries is still at an early stage but holds significant potential to revolutionize library services by offering personalized, interactive, and inclusive experiences. To foster sustainable integration, the study recommends strategic investments in infrastructure, staff training, digital policy formulation, and collaborative initiatives among academic institutions.
References
Adetsi, P., & Ocloo, P. E. D. (2025). Evaluating Digital Library Services in Ghanaian Private Universities: Challenges and Strategic Advantages. Asian Journal of Information Science and Technology, 15(1), 1–12. https://doi.org/10.70112/ajist-2025.15.1.4309.
Adjei, S. (2022). Examining Information Seeking Behaviour among Students in Selected Senior High Schools in Greater Accra Region, Ghana. Asian Journal of Information Science and Technology, 12(2), 47–54. https://doi.org/10.51983/ajist-2022.12.2.3351.
Agyekum, B. O., & Bekoe, S. O. (2021). Digital transformation in academic libraries in Ghana: Current trends and future prospects. Library Philosophy and Practice,Article 5610.
Bailenson, J. N. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. W. W. Norton & Company.
Booth, C. (2019). Augmented exhibitions at the British Library: Enhancing archival engagement through AR. Journal of Museum Education, 44(3), 290–302.
Bothma, T., & Raju, J. (2021). Immersive technologies in South African academic libraries: Current status and future directions. South African Journal of Libraries and Information Science, 87(1), 1–12.
Chisita, C. T., & Chiparausha, B. (2019). Digital technologies in Zimbabwean academic libraries: Challenges and opportunities. IFLA Journal, 45(1), 51–64.
Dube, S., & Jita, T. (2019). ICT infrastructure and the adoption of emerging technologies in African university libraries. Information Development, 35(3), 401–412.
Echem, M. E., Udo-Anyanwu, A. J., & Ujoumunna, J. C. (2024). Adoption of Collaborative Technologies in Library and Information Science Teaching:
A Study of Tertiary Institutions in Rivers and Imo States, Nigeria. Asian Journal of Information Science and Technology, 14(2), 11–19. https://doi.org/10.70112/ajist-2024.14.2.4248
Gaeta, M., Miranda, S., Orciuoli, F., & Romano, A. (2022). Library 5.0: An intelligent, user-centered paradigm for information services. Journal of Librarianship and Information Science, 54(4), 567–583.
Jung, T., & tom Dieck, M. C. (2017). Augmented reality and virtual reality: New drivers for library engagement? Library Hi Tech, 35(4), 559–571.
Khan, A., & Bhatti, R. (2020). Mobile augmented reality applications in libraries: Trends and best practices. Library Hi Tech News, 37(6), 1–7.
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, E77–D(12), 1321–1329.
Musoke, M. (2021). Transitioning from pilot projects to sustainable technology integration in East African libraries. Library Management, 42(3), 182–196.
Ocholla, D. N. (2018). Guest editorial. Library Management, 39(6–7), 346–348. https://doi.org/10.1108/LM-03-2018-0027.
Opurum, A. C., & Fyneman, B. (2025). Empirical Analysis of Barcode Technology: Utility and Advantages in Nigerian Academic Libraries. Asian Journal of Information Science and Technology, 15(1), 20–24. https://doi.org/10.70112/ajist-2025.15.1.4307.
Parry, B., Taylor, L., & Venkat, R. (2021). Digital equity and immersive technology adoption in higher education. British Journal of Educational Technology, 52(2), 753–768.
Pimentel, J., & Teixeira, A. (2021). Cost structures and sustainability models for VR/AR in higher education. International Journal of Educational Technology in Higher Education, 18(1), Article 27.
Pomerantz, J., & Marchionini, G. (2020). The digital transformation of academic libraries. Journal of Documentation, 76(4), 983–1005.
Rogers, E. M. (2003). Diffusion of innovations (5th ed.). Free Press.
Rowlands, I., Nicholas, D., & Jamali, H. R. (2021). Personalisation and engagement in library services: A user experience perspective. Information Processing & Management, 58(2), 102461.
Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, Article 74.
Tadesse, E. M., Edmealem, H., Belay, T., & Girma, A. (2025). Reinforcement Learning-Based Task Scheduling for IoT Applications in Long-Range Wide Area Networks. Asian Journal of Information Science and Technology, 15(1), 30–43. https://doi.org/10.70112/ajist-2025.15.1.4324.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Centre for Research and Innovation

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
