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Beck, John C and Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.
Cassell, Justine and Henry Jenkins. From Barbie to Mortal Kombat: Gender and Computer Games. MIT Press, 1998.
Gee, James Paul. Good Video Games + Good Learning : Collected Essays on Video Games, Learning, and Literacy. P. Lang, c2007.
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave McMillan, 2003.
Johnson, Steven. Everything Bad is Good For You: How Today's Pop Culture is Making Us Smarter. Riverhead, 2005.
Nicholson, Scott. Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages. Information Today, 2010.
Neiburger, Eli. Gamers ... in the Library?! : The Why, What, and How of Videogame Tournaments for All Ages. American Library Association, 2007.
Prensky, Marc. Don't Bother Me Mom--I'm Learning. Paragon House, 2006.
Salen, Katie. The Ecology of Games : Connecting Youth, Games, and Learning. MIT Press, 2008. Forthcoming
Selfe, Cynthia L. and Gail E. Hawisher. Gaming Lives in the Twenty-First Century : Literate Connections. Palgrave, 2007.
Vorderer, Peter and Jennings Bryant, eds. Playing Video Games : Motives, Responses, and Consequences. Lawrence Erlbaum Associates, 2006.
- "A Revolution in Library Service: Gaming is More Than Just a Lure into the Library" by Kelly Czarnecki. School Library Journal, May 2007, p34.
- "All Thumbs Isn't a Bad Thing: Video Game Programs @ your library" by Beth Saxton. Young Adult Library Services, Winter 2007.
- "From Platforms to Books? I'm Game" by Rollie Welch. Young Adult Library Services, Winter 2008.
- "Gaming and Libraries: Intersection of Services" by Jenny Levine Library Technology Reports Sep/Oct 2006, vol. 42., n. 5
- "Gaming Advocacy: New Ways Librarians Can Support Learning and Literacy" by Kit Ward-Crixell. School Library Journal, September 2007.
- "Grants Get Teens Gaming" by Beth Hoeffgen. Young Adult Library Services, Winter 2009, p. 8-9.
- "Out of the Basement: The Social Side of Gaming" by Eli Neiburger and Matt Gullett. Young Adult Library Services, Winter 2007.
- "Top Fifty Gaming Core Collection Titles" compiled by Kelly Czarnecki. Young Adult Library Services, Winter 2008.
- "Why Gaming?" Library Technology Reports, September/October 2006, p10.
4Librarians A great deal of info on starting a video game collections and hosting a video game day.
Education Arcade Partnership between MIT and University of Madison WI investigating educational games
Escapist Magazine Weekly online magazine covers industry issues and news with a personalized spin
Game Professor Good collection of resources related to video games research, conferences, academic papers, etc.
Gaming Learning and Society Annual symposium associated with the University of Wisconsin Madison
Game Research A collection of professional research related to gaming]
Innovate Journal of Online Learning Regularly features articles about games in education
MLS Gaming, Learning, and Libraries Conference Conference Website - go here to register!
National Gaming Day American Library Association initiative to connect libraries with communities through gaming.
OpenContent Wiki This wiki was started by game researchers to help educators find information about using games in the classroom.
Pew Internet and American Life Project Many studies relate to teens, technology and gaming
The Video Game Librarian
Excellent articles on game collections and libraries.
YALSA's Gaming Lists and Activities Includes a recommended core collection of games for libraries
Blogs/Websites to Watch
- Game On: Games in Libraries by Beth Gallaway and Jami Schwarzwalder, Kelly Czarnecki, John Scalzo, Chad Haefele and Matt Gullett.
- LibGaming Group
- Ann Arbor District Library (AADL). AXIS AADL Blog. July 6, 2005.
Blog for AADL, which publicizes and tracks their video game tournaments for adults, teens and children.
Site/blog for BPL (in Illinois) which promotes their quarterly Game Fests for teens.
- Gaming in Libraries Photos. Flickr group of photos tagged gaminginlibraries
- Animeted.org. Website featuring reviews by and for teens, and forums for teens with news and reviews by teens on Video Games, Anime and Graphic Novels.
- MBMPL. Website featuring Wii reviews and a collection policy for video gaming.
Specific Blog Posts/Articles to Check Out
- Book review of gaming-related titles for library purchase
- Book review of gaming-related titles for library purchase
Sutton, Lynn and Giz Womack. Got game?: Hosting game night in an academic library. College and Research Libraries News, March 2006.
- A success story about hosting game nights at Wake Forest University.
- Giz Womack also gave a presentation about Wake Forest's game nights at the Computers in Libraries 2006 conference. His PowerPoint presentation is available here.
Van Eck, Richard. Digital Game-based Learing: It’s Not Just the Digitial Natives that Are Restless. EDUCAUSE Review, vol. 41, no. 2 (March/April 2006): 16–30.
- Author outlines "why DGBL is effective and engaging, how we can leverage those principles to implement DGBL, how faculty can integrate commercial off-the-shelf (COTS) DGBL in the classroom, what DGBL means for institutional IT support, and the lessons we can learn from past attempts at technological innovations in learning."
- Available as html or PDF.
Tips N Tricks
- DDR Settings: How do you avoid having to reset the game.. going through the steps of selecting "game mode", 2 players, and choosing characters. Eli says: You're looking for event mode. Go into options, then game options, and turn event mode on. That ought to do it. We also usually set game over to 'end of music' to keep really bad players from the shame of failing in the middle of the song.
- If possible, using a projector screen for console play really gives that 'wow' feeling that most players don't get at home, and is useful for multi-player FPS matches that can look really small on TVs.
- If using a projector for fighting games such as Smash Bros. Melee or Street Fighter III: 3rd Strike, make sure to test your projector for lag. Certain projectors may leave a bit of a trail when characters start to move fast, which can really hurt frame watchers and other highly skilled gamers. If possible, split the video feed between both the projector and a TV, so that the gamers participating can use the TV, and spectators can view the match on the projection screen.
- To find tips and walkthroughs for your patrons try Gamespot.com
Digital Projector Compatibility
works with Xbox
- In Focus LP725
- Mitsubishi Electric EX100U AC100 - 240V
- Sharp XG- NV25B Notevision 2
- Viewsonic PJL802
works with all systems
- Optoma EP739 Review from Projector Central
- Panasonic PT-AX200U $1995.00 Review from Projector Central
Relating Gaming to Literacy
How are we defining the term 'literacy'? (Resources: What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee (Palgrave MacMillan 2003), Redefining Literacy for the 21st Century by David Franklin Warlick (Linworth 2004), Scholastic article here). When we start to change how we think about the term in a broader sense than just the ability to read/write, it makes sense that the decoding of symbols and images which are a necessary skill in video games, is an important one to have. What a great way to learn this by playing a game. Decoding images and recognizing their references, goes a long way toward understanding critical thinking about this visual world around us.
-information seeking habits and research skills (Resource: Meet the Gamers by Kurt Squire and Constance Steinkuehler, Library Journal, 2005). Everything from Guitar Hero which includes snippets of rock and roll culture in between downloading songs to RuneScape which involves designing strategies to complete tasks and relying on others to help are all literacy skills that are important to libraries.
-Game based learning PPT
-Community around games. Many games involve people contributing to forums/discussion boards to share strategies, questions, ideas, and creating fanfiction which can revolve around various characters and scenes from video games.
-The transferring of abilities and inquiry-based learning. If we learn how to decode visual symbols better as a result of playing Mario Kart then we might be able to decode the meaning of modern art in a museum or the ad campaign that arrives on our desk that we need to have a meeting about at 2 o'clock this afternoon.
-If you are focusing on particular equipment to purchase, analyze how symbolic deconstruction is taking place within the game, the wider community beyond the game itself, spend some time with the players and pay attention to how information seeking behavior is displayed.