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How are Libraries Supporting Gaming: A Pilot Exploration

机译:图书馆如何支持游戏:试点探索

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摘要

Over the last few years, some libraries have been turning to gaming activities like Dance Dance Revolution as a way of bringing in new demographic groups and exposing them to library services. Recently, Jenny Levine, a.k.a. The Shifted Librarian, wrote an American Library Association publication highlighting different types of video gaming activities in libraries (Levine, 2006,) and other librarians have written about their experiences in print and online (Neiburger, 2007; Schmidt, 2006; Gallaway, Schwarzwalder, Czarnecki, 2007). Gaming is rapidly growing into the next new media as sales of games have outpaced box office sales and are predicted to grow beyond music sales in the near future (Alpert, 2007; Cheng, 2007). Just as libraries have caused controversy in the past by adding fiction to their offerings and circulating recreational videos, libraries are creating controversy today by supporting gaming through in-house gaming activities and circulation of gaming materials. At this point, there is little data about the penetration of gaming in library services. There is anecdotal data and guides to best practice, but there is little data about how many libraries are supporting gaming and in what ways. Over the last year, the Library Game Lab of Syracuse has done a number of surveys to understand how libraries are using and supporting games. The purpose of this short paper/poster is to present the results from these first few surveys and to engage attendees in discussions about future research needs and paths to explore the intersection of gaming and libraries.
机译:在过去的几年里,一些图书馆已经转向游戏像跳舞机活动带来新的人口群体,并将它们暴露在图书馆服务的方式。最近,珍妮·莱文,又名移库,写了美国图书馆协会的出版物突出不同类型的视频游戏活动,在图书馆(莱文,2006年)和其他馆员都写了自己的打印体验和在线(Neiburger,2007;施密特, 2006年,Gallaway,黑森林,Czarnecki谈到,2007年)。游戏正在迅速成长为销售额的游戏已经超过了票房销售,预计在不久的将来超越音乐销售增长在未来新媒体(阿尔珀特,2007;程,2007)。正如图书馆已经加入小说以他们的产品和流通的娱乐视频,在过去引起了争议,图书馆今天通过内部的游戏活动和游戏材料的循环配套的游戏引发争议。在这一点上,有关于游戏的图书馆服务普及率的数据很少。有传闻数据和导游的最佳实践,但对多库是如何支持游戏和以何种方式很少的数据。在过去的一年,雪城图书馆游戏实验室已经做了一些调查,了解库如何使用和支持的游戏。这短短的纸/海报的目的是介绍从这些最初的几个调查结果,并参与有关未来的研究需要和路径的讨论与会者探索游戏和库的交集。

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  • 来源
    《ASIST Annual Meeting》|2008年||共4页
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  • 作者

    Scott Nicholson;

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  • 原文格式 PDF
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  • 中图分类 G201-53;
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  • 入库时间 2022-08-20 19:48:47

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