Sure, we know kids love to play games, but it may come as a surprise that the average age of a "gamer" is now 35. Moreover, libraries can leverage the activity of gaming not only for promotion but also for learning, critical thinking, and information literacy initiatives. Czarnecki (technology education librarian, ImaginOn) provides a wealth of information on this topic, including types of gaming consoles, platforms, and devices, e.g., Wii, Xbox; browser-based and handheld applications; hosting an event or match, including board games; and selecting appropriate games for various age groups. Although many programs covered will appeal largely to public libraries, success stories for an academic and a school library are described as well, so all libraries should consider purchasing. [Czarnecki is a 2007 LJ Mover & Shaker.]
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