Suellen S. Adams
Crash Course in Gaming (eBook, ePUB)
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Suellen S. Adams
Crash Course in Gaming (eBook, ePUB)
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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…mehr
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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.
Produktdetails
- Produktdetails
- Verlag: Bloomsbury Publishing Inc
- Seitenzahl: 140
- Altersempfehlung: ab 7 Jahre
- Erscheinungstermin: 25. November 2013
- Englisch
- ISBN-13: 9798216067177
- Artikelnr.: 68339752
- Verlag: Bloomsbury Publishing Inc
- Seitenzahl: 140
- Altersempfehlung: ab 7 Jahre
- Erscheinungstermin: 25. November 2013
- Englisch
- ISBN-13: 9798216067177
- Artikelnr.: 68339752
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
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.
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
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
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