REVIEWS+

Gaming in Libraries

(The Tech Set, Vol. 9). 127p. illus. ISBN 978-1-55570-709-5.
COPY ISBN
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.]
Comment Policy:
  • Be respectful, and do not attack the author, people mentioned in the article, or other commenters. Take on the idea, not the messenger.
  • Don't use obscene, profane, or vulgar language.
  • Stay on point. Comments that stray from the topic at hand may be deleted.
  • Comments may be republished in print, online, or other forms of media.
  • If you see something objectionable, please let us know. Once a comment has been flagged, a staff member will investigate.


RELATED 

ALREADY A SUBSCRIBER?

We are currently offering this content for free. Sign up now to activate your personal profile, where you can save articles for future viewing

ALREADY A SUBSCRIBER?