Games in Libraries

Games in Libraries

Author: Breanne A. Kirsch

Publisher: McFarland

Published: 2014-02-11

Total Pages: 247

ISBN-13: 0786474912

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Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.


Librarian's Guide to Games and Gamers

Librarian's Guide to Games and Gamers

Author: Michelle Goodridge

Publisher: Bloomsbury Publishing USA

Published: 2021-11-15

Total Pages: 204

ISBN-13:

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Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.


Gaming Programs for All Ages at the Library

Gaming Programs for All Ages at the Library

Author: Tom Bruno

Publisher: Rowman & Littlefield

Published: 2018-06-20

Total Pages: 155

ISBN-13: 1538108216

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Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive! Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including: how to make the case for library gaming with your administration, how to acquire and loan gaming materials (whether or not you have the budget for them!), how to publicize your library gaming programming, and how to incorporate other library units into the gaming experience. Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you’ll also learn about promotion, assessment, and experiential learning opportunities


Integrating Video Game Research and Practice in Library and Information Science

Integrating Video Game Research and Practice in Library and Information Science

Author: Ratliff, Jacob A.

Publisher: IGI Global

Published: 2015-02-28

Total Pages: 316

ISBN-13: 1466681764

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Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.


Information Literacy Meets Library 2.0

Information Literacy Meets Library 2.0

Author: Peter Godwin

Publisher: Facet Publishing

Published: 2008

Total Pages: 201

ISBN-13: 1856046370

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Web 2.0 technologies have been seen by many information professionals as critical to the future development of library services. This has led to the use of the term Library 2.0 to denote the kind of service that is envisaged. There has been considerable debate about what Library 2.0 might encompass, but, in the context of information literacy, it can be described as the application of interactive, collaborative, and multimedia technologies to web-based library services and collections. These developments challenge librarians involved in information literacy with more complex and diverse web content, a range of exciting new tools with which to teach, and a steep learning curve to adjust to the constant change of the Web 2.0 world. This edited collection from an international team of experts provides a practically-based overview of emerging Library 2.0 tools and technologies for information literacy practitioners; addresses the impact of the adoption of these technologies on information literacy teaching; provides case study exemplars for practitioners to help inform their practice; and examines the implications of Library 2.0 for the training of information literacy professionals. Key topics include: School Library 2.0: new skills and knowledge for the future information literacy, Web 2.0 and public libraries the blog as an assessment tool using Wikipedia to eavesdrop on the scholarly conversation information literacy and RSS feeds library instruction on the go: podcasting sparking Flickrs of insight into controlled vocabularies and subject searching joining the YouTube conversation to teach information literacy going beyond Google teaching information literacy through digital games. Readership: This book will be essential reading for all library and information practitioners and policy makers with responsibility for developing and delivering information literacy programmes to their users. It will also be of great interest to students of library and information studies.


Crash Course in Gaming

Crash Course in Gaming

Author: Suellen S. Adams

Publisher: Bloomsbury Publishing USA

Published: 2013-11-25

Total Pages: 140

ISBN-13: 1610690478

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Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.


The Library as Playground

The Library as Playground

Author: Dale Leorke

Publisher: Rowman & Littlefield

Published: 2022-04-13

Total Pages: 165

ISBN-13: 1538164329

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Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and “reimagining” of libraries in the digital era. The library’s association with play has historically been understood through its classification as a “third place”: somewhere to relax, socialise and experiment outside of the utilitarian demands of work and home. But far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies agendas around their municipality’s economic and cultural development. Attending to the institutionalisation of play, the book sheds new light both on the contradictions at the heart of play as a theoretical concept, and what libraries are in contemporary public life.


Encyclopedia of Library and Information Sciences

Encyclopedia of Library and Information Sciences

Author: John D. McDonald

Publisher: CRC Press

Published: 2017-03-15

Total Pages: 5538

ISBN-13: 1000031543

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The Encyclopedia of Library and Information Sciences, comprising of seven volumes, now in its fourth edition, compiles the contributions of major researchers and practitioners and explores the cultural institutions of more than 30 countries. This major reference presents over 550 entries extensively reviewed for accuracy in seven print volumes or online. The new fourth edition, which includes 55 new entires and 60 revised entries, continues to reflect the growing convergence among the disciplines that influence information and the cultural record, with coverage of the latest topics as well as classic articles of historical and theoretical importance.


Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Author: Karen Schrier Shaenfeld

Publisher: Lulu.com

Published: 2016

Total Pages: 281

ISBN-13: 1329703561

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The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."