Games and Gaming

Authored by: Diane Robson , Breanne A. Kirsch

Encyclopedia of Library and Information Science, Fourth Edition

Print publication date:  November  2017
Online publication date:  November  2017

Print ISBN: 9781466552593
eBook ISBN: 9781315116143
Adobe ISBN:

10.1081/E-ELIS4-120059523

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Abstract

Games and gaming are more visible and viable in libraries as computer, console, and tabletop games gain popularity as a form of leisure and recreation. Even though libraries have supported games in one form or another for many years, this type of collection is still controversial. Librarians with the guidance of professional groups, scholars, and educators are working together to show the value of games in all types of libraries. Games and gaming in public libraries are growing beyond simply providing space for their recreational use to include targeted programs to increase diversity. They are also being used to encourage collaboration and learning across all ages. Many public libraries host game programs, facilitate game play, and even encourage game creation. All types of games are now more readily recognized for their educational value in school classrooms and libraries. School librarians encourage the use of games to meet educational goals, life skills, and digital citizenship in the classroom. Academic libraries and archives are not only building game collections to aid in programming, retention, and research, but also creating archival and digital repositories to aid future scholars. Despite the technology and digital rights management difficulties inherent to video games, libraries recognize the historical and cultural value of games and the need for this type of collection. Librarians are not only developing ways to support leisure, research, and game preservation, but also the creation of games in and for libraries.

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