Games in Libraries

Games in Libraries
Author: Breanne A. Kirsch
Publsiher: McFarland
Total Pages: 247
Release: 2014-02-11
Genre: Language Arts & Disciplines
ISBN: 9780786474912

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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.

Gaming in Academic Libraries

Gaming in Academic Libraries
Author: Amy Harris,Scott E. Rice
Publsiher: Association of College & Research Libraries
Total Pages: 248
Release: 2008
Genre: Computers
ISBN: UOM:39015082729230

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This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.

Teen Games Rule

Teen Games Rule
Author: Julie Scordato,Ellen Forsyth
Publsiher: Libraries Unlimited
Total Pages: 0
Release: 2013-11-12
Genre: Language Arts & Disciplines
ISBN: 9781598847048

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Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning. Libraries have an opportunity to integrate a variety of games into the services and collections they provide to the community. This book shows library staff how to do exactly that through a diverse variety of popular games, some that have been around for many years and others that are new. The authors present a comprehensive overview of the topic, supplying good practice examples from successful libraries, providing necessary details on format and implementation within a library program for teens, and covering different game formats ranging from live action role-playing (LARP) and Dungeons & Dragons to Minecraft and traditional board games. Whether you're adding games and gaming to your collection and services for the first time, or looking for ways to expand your existing gaming program, this book offers solid guidance.

Libraries Got Game

Libraries Got Game
Author: Brian Mayer,Christopher Harris
Publsiher: American Library Association
Total Pages: 145
Release: 2010
Genre: Language Arts & Disciplines
ISBN: 9780838910092

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A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old.

Games in Libraries

Games in Libraries
Author: Breanne A. Kirsch
Publsiher: McFarland
Total Pages: 498
Release: 2014-02-01
Genre: Language Arts & Disciplines
ISBN: 9781476613246

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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,Matthew J. Rohweder
Publsiher: Bloomsbury Publishing USA
Total Pages: 262
Release: 2021-11-15
Genre: Language Arts & Disciplines
ISBN: 9781440867323

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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.

57 Games to Play in the Library Or Classroom

57 Games to Play in the Library Or Classroom
Author: Carol K. Lee,Fay Edwards
Publsiher: Demco (Highsmith)
Total Pages: 148
Release: 1997
Genre: Education
ISBN: UVA:X004174396

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A collection of fifty-seven games designed to teach students how to use libraries, media centers, and other reference tools.

The Library as Playground

The Library as Playground
Author: Dale Leorke,Danielle Wyatt
Publsiher: Rowman & Littlefield
Total Pages: 165
Release: 2022-04-13
Genre: Language Arts & Disciplines
ISBN: 9781538164327

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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.