Game on! : gaming at the library

cover image

Where to find it

Information & Library Science Library

Call Number
Z692.E4215 G35 2009
Status
Available

Authors, etc.

Names:

Summary

Game On has the answers and approaches you need to make effective, successful choices about video gaming in your library. Learn the basics through a helpful discussion about the history and research of gaming, from computers to newer popular platforms. Gallaway includes a core collection of games, serices, and systems that will appeal to your tween and teen patrons as well as suggestions for designing gaming programs in your library. Sample forms, bibliographies, and a gamer's glossary are easily referenced resources and essential to any librarian looking to develop collections and services that advance the needs and skills of the young people they serve.

Contents

  • Preface p. ix
  • Acknowledgments p. xiii
  • 1 Level 1 The Backstory-Video Game Basics p. 1
  • What Are Video Games? p. 1
  • Video Game Formats p. 3
  • A History of Video Games p. 5
  • Video Games and Computers p. 5
  • Storytelling Meets Video Gaming p. 6
  • Game Arcades p. 9
  • Home Consoles p. 10
  • Online Games p. 11
  • Professional Gaming p. 12
  • Notes p. 12
  • Bonus Round 1: Gamer Trivia p. 14
  • 2 Level 2 Video Games at the Library p. 17
  • Embracing Video Games at the Library p. 17
  • Video Game Ratings p. 18
  • Video Games and Gender p. 21
  • Video Games and Ethnicity p. 21
  • Psychological Effects of Video Games p. 23
  • Physical Effects of Video Games p. 26
  • The Benefits of Video Games at the Library p. 31
  • The Gamer GenerationÖ Characteristics p. 32
  • Developmental Needs of Teens p. 34
  • The Developmental Assets p. 35
  • Games and Learning and Literacy p. 37
  • Notes p. 40
  • Bonus Round 2: Exposing Information, Employing Knowledge, and Expressing Ideas in World of Warcraft p. 43
  • 2SG. Level 2 Strategy Guide: Gaming Resources p. 47
  • Online Resources p. 47
  • Especially for Libraries p. 47
  • E-mail Discussion Groups p. 48
  • Research and Statistics p. 49
  • History and Archives p. 50
  • Gaming Blogs and News p. 51
  • Gaming Award and Review Sites p. 51
  • Cheat Code Sites p. 53
  • Gaming Organizations p. 53
  • Gaming Publishers p. 54
  • Games to Play p. 54
  • Content Creation Sites for Gamers p. 55
  • Game Design p. 56
  • Podcasts, Lectures, and Conference Presentations p. 56
  • Gaming Conventions and Conferences p. 57
  • Gaming Vendors p. 59
  • How to Find Equipment and Materials p. 59
  • Retailers That Accept Purchase Orders p. 59
  • 3 Level 3 Providing Library Services to Gamers p. 63
  • Gamer Mentality p. 63
  • It's All About Me p. 63
  • Zoom! p. 65
  • Embrace Change p. 65
  • Everything Is in Beta p. 68
  • Gaming on Library Computers p. 68
  • The "Not Enough Machines" Issue p. 68
  • The "Not Enough Bandwidth" Issue p. 69
  • The "No IM Allowed" Issue p. 69
  • The "Games Are Banned" Issue p. 69
  • The "Curriculum Support" Issue p. 70
  • The "Behavior" Issue p. 71
  • The "Security" Issue p. 73
  • Guided Access Gaming p. 73
  • The Reader's Advisory Service: Connecting Gamers to Books p. 75
  • Sports Games p. 76
  • Superhero Games p. 76
  • Massively Multiplayer Online Games p. 77
  • Historical Simulation Games p. 78
  • Social Simulation Games p. 78
  • Strategy and Puzzle Games p. 80
  • First Person Shooter Games p. 80
  • Japanese Games p. 81
  • Digital Downloads p. 81
  • Reference Services to Gamers p. 83
  • Respecting Gaming Reference Questions p. 83
  • Strategy Guides, Not Level Bosses p. 83
  • Notes p. 84
  • Bonus Round 3: Evaluating Gaming Magazines p. 86
  • 3SG. Level 3 Strategy Guide: Recommended Gaming-related Literature p. 87
  • Gaming Fiction p. 87
  • Gaming Magazines p. 91
  • Online Magazines p. 91
  • Print Magazines p. 91
  • 4 Level 4 p. 93
  • Programming Nuts and Bolts p. 93
  • Research p. 93
  • Attendance p. 94
  • Staff p. 94
  • Space p. 94
  • Games p. 97
  • The Game Experience p. 98
  • Video Game Setups p. 98
  • Equipment Needs p. 98
  • Creating a Successful Gaming Facility p. 100
  • Room Setups for Specific Games p. 101
  • Scheduling p. 105
  • Legalities p. 106
  • Theft p. 106
  • Marketing p. 106
  • Free Play or Tournament p. 109
  • Evaluations p. 113
  • Informal Evaluations p. 113
  • Formal Evaluations p. 113
  • Best Practices p. 113
  • Gaming Clubs p. 113
  • LAN Parties p. 115
  • RuneScape Programs p. 117
  • Tournaments p. 120
  • Free Play p. 128
  • Game Design p. 133
  • Educational and Training Opportunities p. 135
  • Summer Reading Programs p. 137
  • Notes p. 139
  • Bonus Round 4: Word Search p. 140
  • 4SG. Level 4 Strategy Guide: Forms and Flyers for Video Gaming Programs p. 143
  • Program Survey p. 143
  • Collection Survey p. 144
  • Video Game Evaluation Checklist p. 144
  • Survey: Game and Console Preferences for Gaming Night p. 146
  • Survey: Console Preference p. 147
  • Gaming Program Evaluation with Pre/Post Survey p. 148
  • Sample Permission Slip/Photo Release p. 149
  • Game Boy Night Poster p. 150
  • Video Game User Guidelines p. 151
  • Tournament Chart p. 152
  • Game Day Floor Plan p. 152
  • Tournament Intake Form: Long Version p. 153
  • Tournament Intake Form: Short Version p. 153
  • Official Tournament Rules p. 154
  • Tournament Chart with Game Numbers p. 155
  • Sign-up Seeding Form p. 155
  • Automatic Tournament Play Chart p. 156
  • Team Tournament Chart p. 157
  • Team Tournament Intake Form p. 157
  • Team Tournament Chart with Game Numbers p. 158
  • Sign-up Team Seeding Form p. 158
  • Automatic Team Tournament Play Chart p. 159
  • Tournament To-Do List p. 160
  • 5 Level 5 Selecting, Collecting, and Circulating Video Games p. 165
  • New Media/New Technology p. 165
  • Game Genres p. 166
  • Action Games p. 166
  • Adventure Games p. 167
  • Construction and Management Games p. 167
  • Life Simulation Games p. 168
  • Role-playing Games p. 168
  • Music Games p. 169
  • Puzzle Games p. 170
  • Sports Games p. 170
  • Strategy Games p. 171
  • Best Methods for Selection p. 172
  • What Makes a Good Game? p. 172
  • Overview of Online and Print Resources p. 176
  • Vendors p. 180
  • Digital Downloads p. 181
  • Establish a Collection Policy p. 183
  • Key Questions: Prompts for Writing Your Collection Development Policy p. 183
  • Keep Games Circulating p. 184
  • Cataloging p. 184
  • Storage and Display p. 184
  • Marketing p. 185
  • Preservation p. 185
  • Best Practices p. 185
  • Helen McGraw Branch of the Irondequoit Public Library p. 185
  • Rockridge Branch of the Oakland Public Library p. 187
  • Notes p. 187
  • Bonus Round 5: Word Scramble p. 188
  • 5SG. Level 5 Strategy Guide: Recommended Gaming Collections p. 189
  • A Core Collection of Essential Games p. 189
  • PC p. 190
  • Microsoft Xbox p. 197
  • Microsoft Xbox 360 p. 200
  • Nintendo DS p. 206
  • Nintendo Wii p. 210
  • Sony PlayStation 2 p. 216
  • Sony PlayStation 3 p. 220
  • Sony PlayStation Portable p. 225
  • Digital Collections p. 229
  • Subscription Services p. 229
  • Digital Downloads p. 229
  • Web-Based Games p. 233
  • 6 Level 6 The Future of Games p. 243
  • Projected Growth p. 243
  • Console Gaming p. 243
  • Mobile Games p. 245
  • Internet Games and Digital Downloads p. 246
  • PC Gaming p. 247
  • Subscription Services p. 248
  • MMOGs p. 248
  • Virtual Worlds p. 248
  • Device as Platform: Controllers That Play Games p. 250
  • Predictions for Games p. 252
  • Convergence p. 252
  • Content p. 253
  • Virtual Worlds p. 254
  • Notes p. 254
  • Bonus Round 6: Video Game Review, Mad Libs Style p. 256
  • Glossary p. 257
  • Annotated Bibliography p. 261
  • Index p. 279
  • About the Author p. 305

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