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What's Your Game Plan?: What Librarians Have to Learn from Video Games
Chad F. Boeninger, Reference & Instruction Librarian and Christopher S. Guder, Reference & Instruction Librarian / Ohio University Libraries
The video game industry is a $7 billion a year business, and its success depends on producing products that are entertaining and engaging. These games are often quite lengthy, complex, and at times, frustrating, and require players to spend large amounts of time exploring, learning and mastering the games. This presentation will use actual scenarios from popular games to demonstrate how video games attract players, retain their attention and make them learn. The presenters will engage participants in an interactive discussion about how librarians can incorporate many gaming learning principles into existing library services, resources and instruction, while also discussing the future of incorporating gaming in libraries.
The video game industry is a $7 billion a year business, and its success depends on producing products that are entertaining and engaging. These games are often quite lengthy, complex, and at times, frustrating, and require players to spend large amounts of time exploring, learning and mastering the games. This presentation will use actual scenarios from popular games to demonstrate how video games attract players, retain their attention and make them learn. The presenters will engage participants in an interactive discussion about how librarians can incorporate many gaming learning principles into existing library services, resources and instruction, while also discussing the future of incorporating gaming in libraries.
Gaming in the literature
Beck, John C., and Mitchell Wade (2004) Got game : How the gamer generation is reshaping business forever. Boston, Mass.: Harvard Business School Press. Information at OhioLINK Central Catalog
Federation of American Scientists (2006). Summit on educational games: Harnessing the power of video games for learning. Retrieved March 3, 2007, from
Federation of American Scientists (2006). Summit on educational games: Harnessing the power of video games for learning. Retrieved March 3, 2007, from
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Information at OhioLINK Central Catalog
Gee, J. P. (2005). Why video games are good for your soul : Pleasure and learning. Melbourne, Vic.: Common Ground Publishing. Information at OhioLINK Central Catalog
Ibarra, R. A. (2005). A place to belong: The library as a prototype for context diversity. In H. A. Thompson (Ed.), Currents and Convergence: Navigating the rivers of change. Proceedings of the Twelfth National Conference of the Association of College and Research Libraries April 7-10, 2005 Minneapolis, Minnesota (pp. 3-23). Chicago: Association of College and Research Libraries. Information at OhioLINK Central Catalog
Johnson, Steven (2005). Everything bad is good for you : How today's popular culture is actually making us smarter. New York: Riverhead Books. Information at OhioLINK Central Catalog
Johnson, Steven (2005). Everything bad is good for you : How today's popular culture is actually making us smarter. New York: Riverhead Books. Information at OhioLINK Central Catalog
Prensky, M. (2006). “Don’t bother me mom – I’m learning!”: How computer and video games are preparing your kids for the twenty-first century success – and how you can help!. St. Paul, Minnesota: Paragon House. Information at OhioLINK Central Catalog
Other Gaming Resources
IGN PS2 Editor's Choice
Metacritic Game Reviews
GamerDad
GameFAQS
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