We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these traits require and reward some traditional and new literacies. Furthermore, people play video games for at least three reasons: immersion, challenge, and connection. Finally, we offer guidelines and examples for how librarians can integrate video games into library collections and programming
As higher education begins to take games and gaming seriously, academic libraries will begin to buil...
Some libraries are using video games to get young adults interested and active at their local public...
This study examines the cultural place and status of video and computer games in the Swedish public ...
Although there is still some hesitance to accept video games as valuable materials for academic libr...
Paper completed for Emerging Technologies, 9410 Seminar in Information Science and Learning Technolo...
The use of games in the library is a currently trending topic of discussion and writing in the Libra...
This article discusses the importance of gaming in all libraries. It aims to show what different lib...
Is your tutorial getting old? Does it really suit an audience of mostly Millennials? Librarians know...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
This thesis discusses the possible problems and benefits of including digital games in public librar...
Over the past half-century video games have become a significant part of our cultural environment, i...
PurposeResearchers in information studies have examined fictional depictions of libraries in various...
Academic libraries not only need to focus on instructing students about library resources but also n...
Video games are an emerging technology topic in libraries, relevant to instruction, collections, res...
Recent developments suggest video games will be critical tools for engaging twenty-first-century le...
As higher education begins to take games and gaming seriously, academic libraries will begin to buil...
Some libraries are using video games to get young adults interested and active at their local public...
This study examines the cultural place and status of video and computer games in the Swedish public ...
Although there is still some hesitance to accept video games as valuable materials for academic libr...
Paper completed for Emerging Technologies, 9410 Seminar in Information Science and Learning Technolo...
The use of games in the library is a currently trending topic of discussion and writing in the Libra...
This article discusses the importance of gaming in all libraries. It aims to show what different lib...
Is your tutorial getting old? Does it really suit an audience of mostly Millennials? Librarians know...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
This thesis discusses the possible problems and benefits of including digital games in public librar...
Over the past half-century video games have become a significant part of our cultural environment, i...
PurposeResearchers in information studies have examined fictional depictions of libraries in various...
Academic libraries not only need to focus on instructing students about library resources but also n...
Video games are an emerging technology topic in libraries, relevant to instruction, collections, res...
Recent developments suggest video games will be critical tools for engaging twenty-first-century le...
As higher education begins to take games and gaming seriously, academic libraries will begin to buil...
Some libraries are using video games to get young adults interested and active at their local public...
This study examines the cultural place and status of video and computer games in the Swedish public ...