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Gaming in Academic Libraries: Collections, Marketing, and Information Literacy
Edited by Amy Harris and Scott E. Rice
Item Number: 978-0-8389-8481-9
 
Publisher: ACRL
Price: $38.00
 
 
 
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236 pages
7" x 7"
Softcover
ISBN-13: 978-0-8389-8481-9
Year Published: 2008
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.
TABLE OF CONTENTS:

Introduction
Amy Harris

Game Collections and Curricular Support

1: Making Book: Gaming in the Library: A Case Study Simon Fraser University Surrey Campus
Natalie Gick

2: Lessons learned from starting a circulating videogame collection at an academic library
University of Oregon
David Baker, Duncan Barth, Lara Nesselroad, Rosemary Nigro, Lori Robare, Ann Zeidman-Karpinski

3: Positioning the Library as a Source for Industry and Career Information for the Videogame Business
Pennsylvania College of Technology
Tracey Amey

4: Gaming in the Classroom: A Model for Support in an Academic Library
University of Illinois at Urbana-Champaign
David Ward, Mary Laskowski, and Christian Sandvig

5: Gaming in D.H. Hill Library, NC State University North Carolina State University
Joe M. Williams and Mary C. Chimato

Gaming as Marketing
6: Get Game@ZSR - How we did it and what we learned along the way
Wake Forest University
H. David “Giz” Womack and Lynn Sutton

7: Hosting Game Events in a Small, Liberal Arts Academic Library
The Libraries of the Claremont Colleges
Sheree Fu

8: Shaking up the library: How Quake introduced students to the library
Kent State University
Vanessa Earp and Paul Earp

9: Games in the Library: Creating an Awareness of Library Resources for Lifelong Library Users
Fairmont State University and Northern Arizona State University
Sharon Mazure and Amy Hughes

10: Geocaching
Pennsylvania State University
Linda Musser

Gaming as an Information Literacy Tool

11: Your Library Instruction is in Another Castle: Developing Information Literacy Based Videogames at Carnegie Mellon University
Carnegie Mellon University
Donna Beck, Rachel Callison, John Fudrow, and Dan Hood

12: The Fletcher Library Game Project
Arizona State University
Bee Gallegos and Tammy Allgood

13: Bioterrorism at UF: Exploring and Developing a Library Instruction Game for New Students
University of Florida
Sara Russell Gonzalez, Valrie Davis, Chelsea Dinsmore, Cynthia Frey, Carrie Newsom, and Laurie Taylor

14: Education on a Shoestring: Creating an Online Information Literacy Game
University of North Carolina at Greensboro
Scott Rice

15: The 'Blood on the Stacks' ARG: Immersive Marketing Meets Library New Student Orientation
Trinity University
Jeremy Donald

16: Leveling Up: Increasing Information Literacy Through Videogame Strategies
St. Norbert’s College
Paul Waelchli
ABOUT THE EDITORS:

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).