- Paperback: 306 pages
- Publisher: Neal-Schuman Publishers, Inc.; 1 edition (May 30, 2009)
- Language: English
- ISBN-10: 1555705952
- ISBN-13: 978-1555705954
- Product Dimensions: 6 x 0.7 x 9 inches
- Shipping Weight: 1.2 pounds (View shipping rates and policies)
- Amazon Best Sellers Rank: #2,171,309 in Books (See Top 100 in Books)
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Game On!: Gaming at the Library 1st Edition
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From School Library Journal
An essential guide for any librarian who plans on embracing the video-game phenomenon, or at the very least, understanding it. Gallaway opens with the question, What Are Video Games? and takes readers all the way through to hypothesize on the future of gaming. The chapters, labeled in levels in true video-game form, are well organized and contain an abundance of practical information. The sections on selection, collection, and circulation of video games include relevant advice on policy, cataloging, marketing, storage, and displays. Gaming Resources includes an invaluable list of online resources, podcasts, lectures, gaming conventions, conferences, and gaming vendors. The annotated list of video games for a core collection is wonderful for selection purposes. The helpful forms include checklists, floor plans, rules, guidelines, evaluation worksheets, permission slips, promotional fliers, tournament charts, etc. The book offers innovative programming ideas with a step-by-step guide on how to carry them out successfully. The companion Web site includes forms and fliers from the book, along with core-collection links and workshop and program ideas. Whether you plan on hosting a gaming tournament, developing a collection, or simply finding the right book for a gamer patron, this extensive resource is the only one you will need on this topic.–Jessica Tymecki, North Bellmore Public Library, NY END
The video-gaming phenomenon has become ubiquitous. Enthusiastic participants range from toddlers to senior citizens, and in addition to being tons of fun, practical applications include literacy support, business training, and physical therapy. Public and school libraries that ignore this trend do so at the risk of losing patrons and, perhaps more importantly, relevance. This no-nonsense manual offers a tremendous amount of useful information. Chapters are arranged according to levels, to mimic games, and begin with the basics—definitions, vocabulary, and backstory. Subsequent levels explore the benefits of embracing video games; resources (online, vendors, conventions, etc.); readers’ advisory and reference support for gamers; program ideas; forms and flyers; management tips; collection development; and future trends. Inserts, screen shots, sidebars, and other visuals accompany step-by-step directions, check-off lists, and other user-friendly features. A companion Web site ensures timeliness. This comprehensive guide is recommended for libraries serving neophyte and seasoned gamers alike. --Kathleen McBroom
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