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| Main Authors: | , |
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| Format: | Recurso educativo Open Access |
| Language: | en |
| Published: |
2005
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| Subjects: | |
| Online Access: | https://eric.ed.gov/?id=EJ712213 |
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Table of Contents:
- Meet the Gamers: They Research, Teach, Learn, and Collaborate. So Far, without Libraries Squire, Kurt Steinkuehler, Constance Computers Library Skills Research Skills Libraries Information Seeking Information Literacy Internet Games Library Services Information Technology Why pay attention to games? For starters, games are the "medium of choice" for many Millennials, with broad participation among the 30 and under population. Although part of a web of new media, technology, and social shifts, games are the quintessential site for examining these changes. Game cultures feature participation in a collective intelligence, blur the distinction between the production and consumption of information, emphasize expertise rather than status, and promote international and cross-cultural media and communities. Most of these characteristics are foreign, or run counter to print-era institutions such as libraries. At the same time, game cultures promote various types of information literacy, develop information seeking habits and production practices (like writing), and require good, old-fashioned research skills, albeit using a wide spectrum of content. In short, librarians cannot afford to ignore garners.