52 Ready-to-Use Gaming Programs for Libraries

52 Ready-to-Use Gaming Programs for Libraries
Title 52 Ready-to-Use Gaming Programs for Libraries PDF eBook
Author Ellyssa Kroski
Publisher ALA Editions
Total Pages 0
Release 2020-03-23
Genre Language Arts & Disciplines
ISBN 9780838947340

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The engaging programs in this book will have people flocking to your library—it's all in the game.

Gaming Programs for All Ages at the Library

Gaming Programs for All Ages at the Library
Title Gaming Programs for All Ages at the Library PDF eBook
Author Tom Bruno
Publisher Rowman & Littlefield
Total Pages 155
Release 2018-06-20
Genre Language Arts & Disciplines
ISBN 1538108216

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Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive! Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including: how to make the case for library gaming with your administration, how to acquire and loan gaming materials (whether or not you have the budget for them!), how to publicize your library gaming programming, and how to incorporate other library units into the gaming experience. Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you’ll also learn about promotion, assessment, and experiential learning opportunities

Games in Libraries

Games in Libraries
Title Games in Libraries PDF eBook
Author Breanne A. Kirsch
Publisher McFarland
Total Pages 247
Release 2014-02-11
Genre Language Arts & Disciplines
ISBN 0786474912

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Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.

Teen Games Rule!

Teen Games Rule!
Title Teen Games Rule! PDF eBook
Author Julie Scordato
Publisher Libraries Unlimited
Total Pages 0
Release 2013-11-12
Genre Language Arts & Disciplines
ISBN 159884704X

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Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning. Libraries have an opportunity to integrate a variety of games into the services and collections they provide to the community. This book shows library staff how to do exactly that through a diverse variety of popular games, some that have been around for many years and others that are new. The authors present a comprehensive overview of the topic, supplying good practice examples from successful libraries, providing necessary details on format and implementation within a library program for teens, and covering different game formats ranging from live action role-playing (LARP) and Dungeons & Dragons to Minecraft and traditional board games. Whether you're adding games and gaming to your collection and services for the first time, or looking for ways to expand your existing gaming program, this book offers solid guidance.

32 Virtual, Augmented, and Mixed Reality Programs for Libraries

32 Virtual, Augmented, and Mixed Reality Programs for Libraries
Title 32 Virtual, Augmented, and Mixed Reality Programs for Libraries PDF eBook
Author Ellyssa Kroski
Publisher ALA Editions
Total Pages 216
Release 2021-06-18
Genre Language Arts & Disciplines
ISBN 9780838949481

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Packed with real-world ideas drawn from an assortment of different libraries, alongside best practices for hygiene, implementation, and marketing, this resource will assist libraries in offering these exciting forms of programming to their patrons.

The Library as Playground

The Library as Playground
Title The Library as Playground PDF eBook
Author Dale Leorke
Publisher Rowman & Littlefield
Total Pages 165
Release 2022-04-13
Genre Language Arts & Disciplines
ISBN 1538164329

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Digital and analog games have long served modern public libraries as educational tools and as drawcards for new patrons – from dedicated gaming zones and children’s spaces to Minecraft gaming days, makerspaces, and virtual reality collections. Much has been written about the role of games and play in libraries’ programming and collections. But their wider role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They look at how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and “reimagining” of libraries in the digital era. The library’s association with play has historically been understood through its classification as a “third place”: somewhere to relax, socialise and experiment outside of the utilitarian demands of work and home. But far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies agendas around their municipality’s economic and cultural development. Attending to the institutionalisation of play, the book sheds new light both on the contradictions at the heart of play as a theoretical concept, and what libraries are in contemporary public life.

Teen Games Rule!

Teen Games Rule!
Title Teen Games Rule! PDF eBook
Author Julie Scordato
Publisher Bloomsbury Publishing USA
Total Pages 159
Release 2013-11-12
Genre Language Arts & Disciplines
ISBN 1598847058

Download Teen Games Rule! Book in PDF, Epub and Kindle

Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning. Libraries have an opportunity to integrate a variety of games into the services and collections they provide to the community. This book shows library staff how to do exactly that through a diverse variety of popular games, some that have been around for many years and others that are new. The authors present a comprehensive overview of the topic, supplying good practice examples from successful libraries, providing necessary details on format and implementation within a library program for teens, and covering different game formats ranging from live action role-playing (LARP) and Dungeons & Dragons to Minecraft and traditional board games. Whether you're adding games and gaming to your collection and services for the first time, or looking for ways to expand your existing gaming program, this book offers solid guidance.