Libraries all over the world, including in Europe, are evolving to meet the growing demands of 21st-century society. Libraries must adapt to play an active role in society, offering services in early childhood development, vocational education, lifelong learning, cultural formation, digital skills, and social integration. The European Commission recognizes libraries as a "third space" for millions of EU citizens after home and work/school. However, the change that libraries are undergoing often requires skills that go beyond the qualifications of librarians, presenting a challenge in meeting the needs of communities and society. One of the key functions of libraries is to promote reading and literacy, especially among young people. Reading benefits teenagers and young adults by helping them understand mature relationships, personal values, cultural identity, physical safety, aesthetic preferences, and the physical world. In Europe, 17% of teenagers never read books, and 46% of young people do not read in their free time. The use of gamification in libraries to promote reading has been successful in increasing the number of young readers. For example, the National Library Board of Singapore launched the "Book Bugs" program to encourage children to read more using a collectible card game concept. The project aims to provide librarians with the knowledge and skills to promote reading through gamification activities. The objectives of the project are to: Identify key components of gamification theory and good practice suitable for reading promotion and design a training course for librarians. Provide a diverse perspective on the use of gamification in library settings targeted at youth. Help develop gamified reading activities for libraries in Lithuania, Latvia, Estonia, and Bulgaria. The project aligns with the Erasmus+ Program's goal of promoting lifelong learning and reducing social exclusion and supports the improvement of key competencies and skills of young people.