
- 140 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Crash Course in Gaming
About this book
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 centuryāall 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 canāand shouldādo 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.
Frequently asked questions
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Information
Table of contents
- Cover
- Title
- Copyright
- Dedication
- Contents
- Introduction
- Chapter 1āWhy Video Games Anyway?
- Chapter 2āGame Genres, Gaming Systems, and Gamers
- Chapter 3āCirculation of Games
- Chapter 4āIn-Library Gaming Programs
- Chapter 5āVideo GameāRelated Programs
- Chapter 6āTips for Starting and Conducting Successful Game Programs
- 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
- About the Author