Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries
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ERIC Institute of Education Sciences
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| Main Authors: | , |
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| Format: | Recurso educativo Open Access |
| Language: | en |
| Published: |
2012
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| _version_ | 1867181178643021824 |
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| author | Buchanan, Kym Elzen, Angela M. Vanden |
| author_facet | Buchanan, Kym Elzen, Angela M. Vanden Buchanan, Kym Elzen, Angela M. Vanden |
| collection | Education Resources Information Center |
| contents | Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries Buchanan, Kym Elzen, Angela M. Vanden Libraries Library Services Video Games Librarians Simulation Library Materials Motivation Terrorism Critical Literacy Educational Games Literacy Users (Information) Access to Information Information Literacy We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these traits require and reward some traditional and new literacies. Furthermore, people play video games for at least three reasons: immersion, challenge, and connection. Finally, we offer guidelines and examples for how librarians can integrate video games into library collections and programming. (Contains 7 figures.) |
| format | Recurso educativo Open Access |
| id | eric_EJ989511 |
| institution | ERIC Institute of Education Sciences |
| language | en |
| publishDate | 2012 |
| record_format | eric |
| spellingShingle | Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries Buchanan, Kym Elzen, Angela M. Vanden Libraries Library Services Video Games Librarians Simulation Library Materials Motivation Terrorism Critical Literacy Educational Games Literacy Users (Information) Access to Information Information Literacy Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries Buchanan, Kym Elzen, Angela M. Vanden Libraries Library Services Video Games Librarians Simulation Library Materials Motivation Terrorism Critical Literacy Educational Games Literacy Users (Information) Access to Information Information Literacy We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these traits require and reward some traditional and new literacies. Furthermore, people play video games for at least three reasons: immersion, challenge, and connection. Finally, we offer guidelines and examples for how librarians can integrate video games into library collections and programming. (Contains 7 figures.) |
| title | Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries |
| topic | Libraries Library Services Video Games Librarians Simulation Library Materials Motivation Terrorism Critical Literacy Educational Games Literacy Users (Information) Access to Information Information Literacy |
| url | https://eric.ed.gov/?id=EJ989511 |