Videogames, Libraries, and the Feedback Loop

Videogames, Libraries, and the Feedback Loop PDF

Author: Sandra Schamroth Abrams

Publisher: Emerald Group Publishing

Published: 2021-04-22

Total Pages: 152

ISBN-13: 1800715056

DOWNLOAD EBOOK →

Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.

Library Programs and Services

Library Programs and Services PDF

Author: Stacey Greenwell

Publisher: Bloomsbury Publishing USA

Published: 2023-06-15

Total Pages: 361

ISBN-13: 1440878706

DOWNLOAD EBOOK →

The ninth edition of this popular overview of the various programs and services offered by libraries offers best practice and useful tips for implementing them effectively. Building on the strong foundation of the previous editions, award-winning author G. Edward Evans returns with a new co-author, Stacey Greenwell, for this update that combines their signature style of textbook readability, informality, and sometimes humor, as well as their knack for balancing foundational topics and new trends. A new feature in this edition is the incorporation of the concept of "library social work" through "Social Work Connections" sidebars in each chapter. Anecdotes throughout the text and "Career Connections" sidebars offer practical advice and specific current examples. Greenwell and Evans have combined several chapters from the previous edition and expanded discussions of new trends while retaining and updating the fundamentals. The ninth edition is a welcome update for library and information science courses and a valuable handbook for public services librarians.

Gamers...in the Library?!

Gamers...in the Library?! PDF

Author: Eli Neiburger

Publisher: American Library Association

Published: 2007-07-16

Total Pages: 192

ISBN-13: 0838909442

DOWNLOAD EBOOK →

Imagine: Teen and pre-teen boys, twenty-somethings, parents, and even younger kids streaming into the library. It's your library's monthly videogame tournament! Step boldly into a new arena of library programming with lifetime gamer and Ann Arbor's library technology manager, Eli Neiburger.As a leading expert on producing videogame tournaments and events, Neiburger explains why videogame programming holds huge potential for libraries. He offers the complete toolkit. Follow these practical and proven guidelines to get answers to all your questions - from convincing the skeptics to getting audience feedback through your blog.Learn how to serve this underserved audience and: gain familiarity with the basics of gaming culture, software, and hardware; understand how videogaming events fit into the library; learn what works and what doesn't from the experiences of the nation's leading expert; conduct a tournament in your library - including how to plan, set up, and run any size event; market the events, build an audience, and get feedback.Don't miss out on an entire generation of library users. With game-savvy librarians and this must-have resource, you'll soon be building a brand new audience of library-loyal videogame fans.

Teaching in the Game-Based Classroom

Teaching in the Game-Based Classroom PDF

Author: David Seelow

Publisher: CRC Press

Published: 2021-07-12

Total Pages: 188

ISBN-13: 1000411737

DOWNLOAD EBOOK →

Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

Games in Libraries

Games in Libraries PDF

Author: Breanne A. Kirsch

Publisher: McFarland

Published: 2014-02-11

Total Pages: 247

ISBN-13: 0786474912

DOWNLOAD EBOOK →

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.

Gaming in Academic Libraries

Gaming in Academic Libraries PDF

Author: Amy Harris

Publisher: Association of College & Research Libraries

Published: 2008

Total Pages: 248

ISBN-13:

DOWNLOAD EBOOK →

This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.

Integrating Video Game Research and Practice in Library and Information Science

Integrating Video Game Research and Practice in Library and Information Science PDF

Author: Ratliff, Jacob A.

Publisher: IGI Global

Published: 2015-02-28

Total Pages: 316

ISBN-13: 1466681764

DOWNLOAD EBOOK →

Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.

Game Programming Patterns

Game Programming Patterns PDF

Author: Robert Nystrom

Publisher: Genever Benning

Published: 2014-11-03

Total Pages: 353

ISBN-13: 0990582914

DOWNLOAD EBOOK →

The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Playing with Videogames

Playing with Videogames PDF

Author: James Newman

Publisher: Routledge

Published: 2008-08-18

Total Pages: 225

ISBN-13: 1134173016

DOWNLOAD EBOOK →

Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.

Trigger Happy

Trigger Happy PDF

Author: Steven Poole

Publisher: Arcade Publishing

Published: 2004

Total Pages: 268

ISBN-13: 9781559705981

DOWNLOAD EBOOK →

Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.