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Gaming in Academic Libraries: Collections, Marketing, and Information Literacy [Pehme köide]

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  • Formaat: Paperback / softback, 236 pages, kõrgus x laius: 178x178 mm, kaal: 525 g, Illustrations
  • Ilmumisaeg: 01-Oct-2008
  • Kirjastus: American Library Association
  • ISBN-10: 0838984819
  • ISBN-13: 9780838984819
Teised raamatud teemal:
  • Formaat: Paperback / softback, 236 pages, kõrgus x laius: 178x178 mm, kaal: 525 g, Illustrations
  • Ilmumisaeg: 01-Oct-2008
  • Kirjastus: American Library Association
  • ISBN-10: 0838984819
  • ISBN-13: 9780838984819
Teised raamatud teemal:
Gaming in Academic Libraries: Collections, Marketing, and Information Literacy is a lively volume containing sixteen examples of the use of gaming in libraries. Gaming in this instance ranges from classic video games to Geocaching with board games and fantasy sports in the mix as well.

This collection describes issues related to games as a collection format, the cataloging and circulation of games, the use of games to market the library and the use of games to help students achieve information literacy. Cases include projects at large research libraries as well as at smaller liberal arts colleges and also describe libraries that are addressing gaming with either a great deal of funding or on a shoestring.

This compendium is the first book on gaming in academic libraries and, as such, it will be useful to those consider building game collections, using games for marketing or public relations purposes, and using games for learning and teaching.
Introduction v
Amy Harris
Game Collections and Curricular Support
Making Book: Gaming in the Library: A Case Study
1(25)
Natalie Gick
Lessons Learned From Starting a Circulating Videogame Collection at an Academic Library
26(13)
David Baker
Duncan Barth
Lara Nesselroad
Rosemary Nigro
Lori Robare
Positioning the Library as a Source for Industry and Career Information for the Videogame Business
39(13)
Tracey Amey
Gaming in the Classroom: A Model for Support in an Academic Library
52(14)
David Ward
Mary Laskowski
Christian Sandvig
Gaming in D.H. Hill Library, NC State University
Joe M. Williams
Mary C. Chimato
Gaming as Marketing
66(61)
Get Game@zsr---How We Did It and What We Learned Along the Way
76(12)
H. David ``Giz'' Womack
Lynn Sutton
Hosting Game Events in a Small, Liberal Arts Academic Library
88(20)
Sheree Fu
Shaking Up The Library: How Quake Introduced Students to the Library
108(8)
Vanessa Earp
Paul Earp
Games in the Library: Creating an Awareness of Library Resources for Lifelong Library Users
116(11)
Sharon Mazure
Amy Hughes
Geocaching
Linda Musser
Gaming as an Information Literacy Tool
127(102)
Your Library Instruction is in Another Castle: Developing Information Literacy Based Videogames at Carnegie Mellon University
135(14)
Donna Beck
Rachel Callison
John Fudrow
Dan Hood
The Fletcher Library Game Project
149(15)
Bee Gallegos
Tammy Allgood
Bioterrorism at UF: Exploring and Developing a Library Instruction Game for New Students
164(11)
Sara Russell Gonzalez
Valrie Davis
Chelsea Dinsmore
Cynthia Frey
Carrie Newsom
Laurie Taylor
Education on a Shoestring: Creating an Online Information Literacy Game
175(14)
Scott Rice
The `Blood on the Stacks' ARG: Immersive Marketing Meets Library New Student Orientation
189(23)
Jeremy Donald
Leveling Up: Increasing Information Literacy Through Videogame Strategies
212(17)
Paul Waelchli
Authors 229
Amy Harris is First-Year Instruction Coordinator and Reference Librarian at the Jackson Library, University of North Carolina Greensboro.

Scott E. Rice is E-Learning Librarian and Associate Professor at the Carol Grotnes Belk Library and Information Commons at Appalachian State University (NC).