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…mehr
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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Suellen S. Adams, PhD, is an independent researcher and adjunct professor who has served in that capacity for a number of universities including the University of Rhode Island, The University of Texas at Austin, San Jose State University, and Sam Houston State University.
Inhaltsangabe
Introduction Chapter 1-Why Video Games Anyway? Overall Concerns about Gaming Video Games Are Violent or Contain Inappropriate Sexual Content Video Games Promote Antisocial Behavior and Social Ineptitude Video Games Are Mere Entertainment and Will Take Away from Literacy Video Gaming in the Library Will Be Disruptive Why Video Games and Video Game Programs Make Sense Attracting New Users Entertainment Educational Value Social Focus Leveling the Field Positive Impact on Other Services Ways of Including Gaming Circulation Programming Chapter 2-Game Genres, Gaming Systems, and Gamers Adventure Role-Playing Simulation Strategy Platform Shooter Fighting Puzzle Games Physical Games Traditional Game Systems Computer Consoles Mobile/Handheld Systems Types of Gamers Hard-Core Gamer Casual Gamer Mid-Core Gamer Sportsman Sim Player Role Player Competitive Gamer The Retro Gamer Making Choices Chapter 3-Circulation of Games Concerns What to Collect Elements of a Great Game Collection Policy Review Sources Tradition Library Sources Print Sources Online Sources IGN The Escapist Magazine Game Gamepeople Game Informer GameSpot GameSpy Common Sense Media Edutaining Kids SuperKids 1-Up G4TV GamePro Giant Bomb JoyStiq Metacritc Game Reviews Gamasutra Classic Gaming Awards Academy of Interactive Arts and Sciences (AIAS) Game of the Year Awards GameSpot Game of the Year Spike Video Game Awards Game Developers Choice Awards Parents' Choice Small Screen Awards e3 Game Critics Award The British Academy of Film and Television Arts (BAFTA) GameSpy's Game of the Year Awards Family Gamer Awards Kids at Play Interactive (KAPi) Awards Other Ways to Make Selections Core Collections Social Games Narrative Games "Physical" Games Knowledge Games Strategy Games What Else to Collect Vendors Expense Theft Marketing the Collection Loan Period and Penalties Collection Maintenance and Weeding Cataloging Tips Conclusion Chapter 4-In-Library Gaming Programs Young Adult Programs Open Gaming Gaming Clubs Incentive Programs After-Hours Game Nights and LAN Parties Gaming Tournaments Themed Events and Parties Adult Programs Elder Programs Partnering with Other Organizations and Facilities Making Video Games More Accessible to Seniors Intergenerational Programs Open Gaming Storytelling as a Function of Games Retro Game Programs Tournaments and Contests Choosing a Tournament Type Collecting Tournament Equipment Games Game Systems Extras Storage and Transportation Running the Tournament Plan Ahead Request Help from Interested Groups Be Flexible Have Fun! A Word about Programs in Other Library Settings Programs for High School Libraries Programs for Academic Libraries Chapter 5-Video Game-Related Programs Programs about Gaming Lectures and Talks Game Development Seminars Contests Game Concept Design Machinima Other Creative Pursuits Art Character Creation Writing: Poetry or Stories Storyboarding Text Adventure Club "Synergistic Reading" Club Gamers' Movie Club Gamers' Reading Club Adding Games and Game Information to Existing Programming Career Day Chapter 6-Tips for Starting and Conducting Successful Game Programs Starting Programs Inexpensively Marketing Evaluating Programming Appendix A Notable Games Appendix B Game-Related Movies Appendix C Books for Gamers Appendix D Sample Game Program Budget Appendix E Step-By-Step Guide for Getting Started Appendix F Evaluation References Index
Introduction Chapter 1-Why Video Games Anyway? Overall Concerns about Gaming Video Games Are Violent or Contain Inappropriate Sexual Content Video Games Promote Antisocial Behavior and Social Ineptitude Video Games Are Mere Entertainment and Will Take Away from Literacy Video Gaming in the Library Will Be Disruptive Why Video Games and Video Game Programs Make Sense Attracting New Users Entertainment Educational Value Social Focus Leveling the Field Positive Impact on Other Services Ways of Including Gaming Circulation Programming Chapter 2-Game Genres, Gaming Systems, and Gamers Adventure Role-Playing Simulation Strategy Platform Shooter Fighting Puzzle Games Physical Games Traditional Game Systems Computer Consoles Mobile/Handheld Systems Types of Gamers Hard-Core Gamer Casual Gamer Mid-Core Gamer Sportsman Sim Player Role Player Competitive Gamer The Retro Gamer Making Choices Chapter 3-Circulation of Games Concerns What to Collect Elements of a Great Game Collection Policy Review Sources Tradition Library Sources Print Sources Online Sources IGN The Escapist Magazine Game Gamepeople Game Informer GameSpot GameSpy Common Sense Media Edutaining Kids SuperKids 1-Up G4TV GamePro Giant Bomb JoyStiq Metacritc Game Reviews Gamasutra Classic Gaming Awards Academy of Interactive Arts and Sciences (AIAS) Game of the Year Awards GameSpot Game of the Year Spike Video Game Awards Game Developers Choice Awards Parents' Choice Small Screen Awards e3 Game Critics Award The British Academy of Film and Television Arts (BAFTA) GameSpy's Game of the Year Awards Family Gamer Awards Kids at Play Interactive (KAPi) Awards Other Ways to Make Selections Core Collections Social Games Narrative Games "Physical" Games Knowledge Games Strategy Games What Else to Collect Vendors Expense Theft Marketing the Collection Loan Period and Penalties Collection Maintenance and Weeding Cataloging Tips Conclusion Chapter 4-In-Library Gaming Programs Young Adult Programs Open Gaming Gaming Clubs Incentive Programs After-Hours Game Nights and LAN Parties Gaming Tournaments Themed Events and Parties Adult Programs Elder Programs Partnering with Other Organizations and Facilities Making Video Games More Accessible to Seniors Intergenerational Programs Open Gaming Storytelling as a Function of Games Retro Game Programs Tournaments and Contests Choosing a Tournament Type Collecting Tournament Equipment Games Game Systems Extras Storage and Transportation Running the Tournament Plan Ahead Request Help from Interested Groups Be Flexible Have Fun! A Word about Programs in Other Library Settings Programs for High School Libraries Programs for Academic Libraries Chapter 5-Video Game-Related Programs Programs about Gaming Lectures and Talks Game Development Seminars Contests Game Concept Design Machinima Other Creative Pursuits Art Character Creation Writing: Poetry or Stories Storyboarding Text Adventure Club "Synergistic Reading" Club Gamers' Movie Club Gamers' Reading Club Adding Games and Game Information to Existing Programming Career Day Chapter 6-Tips for Starting and Conducting Successful Game Programs Starting Programs Inexpensively Marketing Evaluating Programming Appendix A Notable Games Appendix B Game-Related Movies Appendix C Books for Gamers Appendix D Sample Game Program Budget Appendix E Step-By-Step Guide for Getting Started Appendix F Evaluation References Index
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