Copyright Date:
2014
Edition Date:
2014
Release Date:
11/25/13
Pages:
xi, 125 pages
ISBN:
1-610-69046-X
ISBN 13:
978-1-610-69046-1
Dewey:
794.8
LCCN:
2013031465
Dimensions:
28 cm.
Language:
English
Reviews:
School Library Journal
(Sun Jun 01 00:00:00 CDT 2014)
Librarians who are considering adding a circulating video-game collection will find guidance in this volume. It provides readers with information on evaluating video games, building a strong circulating collection, creating programming for all ages around that collection, and engaging children and teens with related literature. The book focuses on building a collection for users ages 18 and under but also notes the benefits of gaming for adults and seniors, and provides tips on how libraries can offer programs to engage users of all ages. Readers will learn about the pros and cons of gaming and how games utilize complex problem-solving, decision-making, and digital-literacy skills. The detailed chapter breakdowns allow readers to target the aspects of collection development that appeal most to them, such as "Gaming Programs," "Circulation of Games," or "Cataloging Tips." Multiple appendixes provide a detailed outlook on the landscape of game-related books and films and notable games as of the book's printing. Libraries looking for guidance on building, maintaining, and growing a successful circulating collection for gamers will find this book invaluable, as will libraries with a need to overhaul their collections. Amy M. Laughlin, Darien Library, CT
Bibliography Index/Note:
Includes bibliographical references (pages 121-122) and index.
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.