{"title":"为何电子游戏应该成为21世纪图书馆的一部分","authors":"Kym Buchanan, Angela M. Vanden Elzen","doi":"10.26443/EL.V35I1-2.342","DOIUrl":null,"url":null,"abstract":"We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these traits require and reward some traditional and new literacies. Furthermore, people play video games for at least three reasons: immersion, challenge, and connection. Finally, we offer guidelines and examples for how librarians can integrate video games into library collections and programming.","PeriodicalId":81151,"journal":{"name":"Education libraries bulletin","volume":"344 1","pages":"15-33"},"PeriodicalIF":0.0000,"publicationDate":"2017-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":"{\"title\":\"Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries\",\"authors\":\"Kym Buchanan, Angela M. Vanden Elzen\",\"doi\":\"10.26443/EL.V35I1-2.342\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these traits require and reward some traditional and new literacies. Furthermore, people play video games for at least three reasons: immersion, challenge, and connection. Finally, we offer guidelines and examples for how librarians can integrate video games into library collections and programming.\",\"PeriodicalId\":81151,\"journal\":{\"name\":\"Education libraries bulletin\",\"volume\":\"344 1\",\"pages\":\"15-33\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-09-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"13\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Education libraries bulletin\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.26443/EL.V35I1-2.342\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Education libraries bulletin","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26443/EL.V35I1-2.342","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries
We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these traits require and reward some traditional and new literacies. Furthermore, people play video games for at least three reasons: immersion, challenge, and connection. Finally, we offer guidelines and examples for how librarians can integrate video games into library collections and programming.