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Library Technology Reports articles from September 2006

738 total articles

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Library Technology Reports archives from September 2006

Introduction
September 1, 2006... Gaming and libraries. Two words you may never have thought to put together--except when discussing a policy to ban it. And yet, increasingly, those of us in the library field are seeing all types of libraries adding the phrase "gaming and...

Why Gaming?
September 1, 2006... But They're Not Books! Why games and gaming in libraries? This question is the most common response from librarians, parents, educators, and even teenagers when I talk to them about gaming in libraries. Why would libraries be interested in...

The Gaming Generation
September 1, 2006... The Impact of Games & Gamers When we examine traditionally underserved populations in libraries, near, if not at, the top of the list are teenage males. It's not that librarians don't try, but we do not connect with them, or seem to be...

Gaming Setups Common in Libraries
September 1, 2006... In this chapter, I will briefly look at the newest gaming consoles and present three possible setups for offering open play or tournaments in any type of library (see p. 28). These diagrams are intended to give you a very broad overview of what...

Case Studies: School Libraries
September 1, 2006... Downers Grove South High School Library So far, it seems like I've been focusing a lot on how public libraries can implement gaming services, but many of the same techniques could work for school libraries, too. And as authors Gee and Johnson...

Case Studies: Academic Libraries
September 1, 2006... College Students: The Middle of the Bell Curve If individuals age thirty-five and under are classified as "native gamers," then today's college students are situated in the middle of the proverbial bell curve. They are not the early adopters...

Case Studies: Public Libraries
September 1, 2006... Worth Public Library Of the types of libraries that have implemented gaming services within their buildings, public libraries were among the first to implement gaming-related services and programs. And these public libraries offering gaming...

Future Intersections
September 1, 2006... Second Life Library Although future intersections of gaming and libraries may largely still be uncharted territory for librarians and information professionals, there is a recently created game-like, virtual-reality environment showing a...

Conclusion: What Librarians Can Learn from Gamers
September 1, 2006... Hopefully, the research and case studies presented in this issue have led you to reconsider your assumptions about video games and your mental models about library services. I've identified several different intersections of service between...

Bibliography and Resources
September 1, 2006... Academic Courses Gasser, Les. LIS490: GC: Game Culture and Technology. University of Illinois, Graduate School of Library and Information Science, www .lis.uiuc.edu. Books Beck, John C. and Mitchell Wade. Got Game: How the Gamer...

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