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Crash Course in Gaming - Suellen S. Adams

Crash Course in Gaming

Buch | Softcover
140 Seiten
2013
Libraries Unlimited Inc (Verlag)
978-1-61069-046-1 (ISBN)
CHF 66,30 inkl. MwSt
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.

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.

Introduction
Chapter 1—Why Video Games Anyway?
Overall Concerns about Gaming
Video Games Are Violent or Contain Inappropriate Sexual Content
Video Games Promote Antisocial Behavior and Social Ineptitude
Video Games Are Mere Entertainment and Will Take Away from Literacy
Video Gaming in the Library Will Be Disruptive
Why Video Games and Video Game Programs Make Sense
Attracting New Users
Entertainment
Educational Value
Social Focus
Leveling the Field
Positive Impact on Other Services
Ways of Including Gaming
Circulation
Programming
Chapter 2—Game Genres, Gaming Systems, and Gamers
Adventure
Role-Playing
Simulation
Strategy
Platform
Shooter
Fighting
Puzzle Games
Physical Games
Traditional
Game Systems
Computer
Consoles
Mobile/Handheld Systems
Types of Gamers
Hard-Core Gamer
Casual Gamer
Mid-Core Gamer
Sportsman
Sim Player
Role Player
Competitive Gamer
The Retro Gamer
Making Choices
Chapter 3—Circulation of Games
Concerns
What to Collect
Elements of a Great Game
Collection Policy
Review Sources
Tradition Library Sources
Print Sources
Online Sources
IGN
The Escapist Magazine
Game
Gamepeople
Game Informer
GameSpot
GameSpy
Common Sense Media
Edutaining Kids
SuperKids
1-Up
G4TV
GamePro
Giant Bomb
JoyStiq
Metacritc Game Reviews
Gamasutra
Classic Gaming
Awards
Academy of Interactive Arts and Sciences (AIAS) Game of the Year Awards
GameSpot Game of the Year
Spike Video Game Awards
Game Developers Choice Awards
Parents' Choice Small Screen Awards
e3 Game Critics Award
The British Academy of Film and Television Arts (BAFTA)
GameSpy's Game of the Year Awards
Family Gamer Awards
Kids at Play Interactive (KAPi) Awards
Other Ways to Make Selections
Core Collections
Social Games
Narrative Games
"Physical" Games
Knowledge Games
Strategy Games
What Else to Collect
Vendors
Expense
Theft
Marketing the Collection
Loan Period and Penalties
Collection Maintenance and Weeding
Cataloging Tips
Conclusion
Chapter 4—In-Library Gaming Programs
Young Adult Programs
Open Gaming
Gaming Clubs
Incentive Programs
After-Hours Game Nights and LAN Parties
Gaming Tournaments
Themed Events and Parties
Adult Programs
Elder Programs
Partnering with Other Organizations and Facilities
Making Video Games More Accessible to Seniors
Intergenerational Programs
Open Gaming
Storytelling as a Function of Games
Retro Game Programs
Tournaments and Contests
Choosing a Tournament Type
Collecting Tournament Equipment
Games
Game Systems
Extras
Storage and Transportation
Running the Tournament
Plan Ahead
Request Help from Interested Groups
Be Flexible
Have Fun!
A Word about Programs in Other Library Settings
Programs for High School Libraries
Programs for Academic Libraries
Chapter 5—Video Game–Related Programs
Programs about Gaming
Lectures and Talks
Game Development Seminars
Contests
Game Concept Design
Machinima
Other Creative Pursuits
Art
Character Creation
Writing: Poetry or Stories
Storyboarding
Text Adventure Club
"Synergistic Reading" Club
Gamers' Movie Club
Gamers' Reading Club
Adding Games and Game Information to Existing Programming
Career Day
Chapter 6—Tips for Starting and Conducting Successful Game Programs
Starting Programs Inexpensively
Marketing
Evaluating Programming
Appendix A Notable Games
Appendix B Game-Related Movies
Appendix C Books for Gamers
Appendix D Sample Game Program Budget
Appendix E Step-By-Step Guide for Getting Started
Appendix F Evaluation
References
Index

Reihe/Serie Crash Course
Sprache englisch
Maße 216 x 279 mm
Gewicht 369 g
Themenwelt Informatik Weitere Themen Computerspiele
Sozialwissenschaften Kommunikation / Medien Buchhandel / Bibliothekswesen
ISBN-10 1-61069-046-X / 161069046X
ISBN-13 978-1-61069-046-1 / 9781610690461
Zustand Neuware
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