{"title":"Study room time machine: Creating a virtual library escape game during COVID","authors":"C. Kretz, C. Payne, Dana Reijerkerk","doi":"10.1080/10691316.2021.1975341","DOIUrl":null,"url":null,"abstract":"ABSTRACT In Summer 2020, Stony Brook University Libraries had to envision an online library orientation strategy for incoming students due to COVID-19. As part of a virtual welcome program, librarians and staff collaborated across departmental lines to design and create a virtual library escape room called “Study Room Time Machine” (SRTM), a time travel narrative using Google products that incorporated different library resources and Special Collections and University Archival materials. This case study details the development of the game, the thinking behind it, and an overview of the game’s initial eight weeks. Included is an assessment of the game’s use by the targeted audience and lessons learned about implementing this type of game within a library setting.","PeriodicalId":44684,"journal":{"name":"College & Undergraduate Libraries","volume":"28 1","pages":"273 - 295"},"PeriodicalIF":0.6000,"publicationDate":"2021-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"College & Undergraduate Libraries","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/10691316.2021.1975341","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
引用次数: 6
Abstract
ABSTRACT In Summer 2020, Stony Brook University Libraries had to envision an online library orientation strategy for incoming students due to COVID-19. As part of a virtual welcome program, librarians and staff collaborated across departmental lines to design and create a virtual library escape room called “Study Room Time Machine” (SRTM), a time travel narrative using Google products that incorporated different library resources and Special Collections and University Archival materials. This case study details the development of the game, the thinking behind it, and an overview of the game’s initial eight weeks. Included is an assessment of the game’s use by the targeted audience and lessons learned about implementing this type of game within a library setting.
期刊介绍:
College & Undergraduate Libraries enables libraries serving primarily undergraduate students to enhance the range of services, resources, and facilities offered to their constituents while also contributing to staff professional development. Whether focusing on public services, technical services, management, or technology, the journal highlights the fact that undergraduate libraries must collaborate with agencies both on and off campus in order to survive and thrive. In addition to numerous columns on current topics, typical contents include research-based articles, case studies, reports of best practices, an occasional literature review or product review, and opinion pieces.