Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries

Fuente: ERIC Institute of Education Sciences
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Bibliographic Details
Main Authors: Buchanan, Kym, Elzen, Angela M. Vanden
Format: Recurso educativo Open Access
Language:en
Published: 2012
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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