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Crash Course in Gaming: Crash Course

Autor Suellen S. Adams
en Limba Engleză Paperback – 24 noi 2013 – vârsta până la 17 ani
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.
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Specificații

ISBN-13: 9781610690461
ISBN-10: 161069046X
Pagini: 140
Dimensiuni: 216 x 279 x 13 mm
Greutate: 0.41 kg
Editura: Bloomsbury Publishing
Colecția Libraries Unlimited
Seria Crash Course

Locul publicării:New York, United States

Caracteristici

Presents a variety of useful tips to build successful collections and programs that will be helpful even to librarians with no game experience

Notă biografică

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.

Cuprins

IntroductionChapter 1-Why Video Games Anyway?Overall Concerns about GamingVideo Games Are Violent or Contain Inappropriate Sexual ContentVideo Games Promote Antisocial Behavior and Social IneptitudeVideo Games Are Mere Entertainment and Will Take Away from LiteracyVideo Gaming in the Library Will Be DisruptiveWhy Video Games and Video Game Programs Make SenseAttracting New UsersEntertainmentEducational ValueSocial FocusLeveling the FieldPositive Impact on Other ServicesWays of Including GamingCirculationProgrammingChapter 2-Game Genres, Gaming Systems, and GamersAdventureRole-PlayingSimulationStrategyPlatformShooterFightingPuzzle GamesPhysical GamesTraditionalGame SystemsComputerConsolesMobile/Handheld SystemsTypes of GamersHard-Core GamerCasual GamerMid-Core GamerSportsmanSim PlayerRole PlayerCompetitive GamerThe Retro GamerMaking ChoicesChapter 3-Circulation of GamesConcernsWhat to CollectElements of a Great GameCollection PolicyReview SourcesTradition Library SourcesPrint SourcesOnline SourcesIGNThe Escapist MagazineGame GamepeopleGame InformerGameSpotGameSpyCommon Sense MediaEdutaining KidsSuperKids1-UpG4TVGameProGiant BombJoyStiqMetacritc Game ReviewsGamasutraClassic GamingAwardsAcademy of Interactive Arts and Sciences (AIAS) Game of the Year AwardsGameSpot Game of the YearSpike Video Game AwardsGame Developers Choice AwardsParents' Choice Small Screen Awardse3 Game Critics AwardThe British Academy of Film and Television Arts (BAFTA)GameSpy's Game of the Year AwardsFamily Gamer AwardsKids at Play Interactive (KAPi) AwardsOther Ways to Make SelectionsCore CollectionsSocial GamesNarrative Games"Physical" GamesKnowledge GamesStrategy GamesWhat Else to CollectVendorsExpenseTheftMarketing the CollectionLoan Period and PenaltiesCollection Maintenance and WeedingCataloging TipsConclusionChapter 4-In-Library Gaming ProgramsYoung Adult ProgramsOpen GamingGaming ClubsIncentive ProgramsAfter-Hours Game Nights and LAN PartiesGaming TournamentsThemed Events and PartiesAdult ProgramsElder ProgramsPartnering with Other Organizations and FacilitiesMaking Video Games More Accessible to SeniorsIntergenerational ProgramsOpen GamingStorytelling as a Function of GamesRetro Game ProgramsTournaments and ContestsChoosing a Tournament TypeCollecting Tournament EquipmentGamesGame SystemsExtrasStorage and TransportationRunning the TournamentPlan AheadRequest Help from Interested GroupsBe FlexibleHave Fun!A Word about Programs in Other Library SettingsPrograms for High School LibrariesPrograms for Academic LibrariesChapter 5-Video Game-Related ProgramsPrograms about GamingLectures and TalksGame Development SeminarsContestsGame Concept DesignMachinimaOther Creative PursuitsArtCharacter CreationWriting: Poetry or StoriesStoryboardingText Adventure Club"Synergistic Reading" ClubGamers' Movie ClubGamers' Reading ClubAdding Games and Game Information to Existing ProgrammingCareer DayChapter 6-Tips for Starting and Conducting Successful Game ProgramsStarting Programs InexpensivelyMarketingEvaluating ProgrammingAppendix A Notable GamesAppendix B Game-Related MoviesAppendix C Books for GamersAppendix D Sample Game Program BudgetAppendix E Step-By-Step Guide for Getting StartedAppendix F EvaluationReferencesIndex

Recenzii

A balanced reading list of professional materials and a short list of picture books are appended. The book is comprehensive, yet centered on the essential elements of this aspect of the profession.
Crash Course in Gaming truly presents the reader with a comprehensive overview of how to build a gaming program into their library-one that will not only be a hit with young adults but also with adults, seniors, and other special populations. . . . This text could easily be used by the inexperienced librarian starting their first gaming program and at $35 is a great deal.