为何电子游戏应该成为21世纪图书馆的一部分

Kym Buchanan, Angela M. Vanden Elzen
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引用次数: 13

摘要

我们相信电子游戏在图书馆有一席之地。我们先来描述两款挑逗性的电子游戏。接下来,我们为图书馆的总体使命提供了一个框架,包括访问、动机和指导。作为一种媒介,电子游戏具有一些显著特征:它们具有视觉性、互动性和模拟性。我们解释了这些特征是如何要求和奖励一些传统和新的识字能力的。此外,人们玩电子游戏至少有三个原因:沉浸感、挑战和联系。最后,我们提供了指导方针和例子,说明图书馆员如何将电子游戏整合到图书馆的藏书和编程中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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