INTRODUCTION: Gamification is defined as “the use of game elements and techniques in non-game contexts”. It has been applied in various disciplines according to their different needs. In fact, gamification tries to present tedious and usual daily works in a manner which is displayed fantastic for users/players. This study aims to investigate the concept of gamification and its dimensions. Additionally, this research studies the place and role of gamification in library process and activities. Finally, Ketabdan software has been introduced as the first Library game website. METHODOLOGY: This study was conducted in two steps. First, the gamification parameters were extracted by a review method as well as comprehensive and systematic study to assess in achieving the concept of gamification in accordance with the library environment. Second, Ketabdan software was designed based on the first step. This first library game portal was designed based upon Werbach and Hunter’s six-step approach. FINDINGS: The experience of Ketabdan software implementation indicated that we should pay enough attention to the three dimensions of gamification (game dynamics, mechanics and components) as well as motivation theories. Two well-used theories, “self-determination theory” and “flow theory” could assist designers to design such software. CONCLUSIONS: Playful engagement is an important approach to help librarians to attract maximum audience in the new information landscape. To achieve this, gamification and its elements can play an important role. This case study research has a potential to apply for some other related cases. Library managers and librarians should pay attention to their libraries capabilities as well as their users to design such software.