Library technology reports: expert guides to library systems and services: gaming ang libraries: intersection of services
Levine, JennyUnknown
ALA TechSource (Chicago, 2006) (eng) English9780838957837UnknownUnknownLIBRARIES-ACTIVITIES PROGRAMS; Appendix: p. 68-69; In this issue of Library Technology Reports, Jenny Levine illustrates how librarians can reap positive gains by proactively, creatively, and affordably integrating gaming into the services and programs already offered at libraries. She uses numerous, detailed examples from public, school, and academic libraries. The case studies reveal that gaming programs often turn out to be among the most popular a library can offer. You ll learn how libraries, with creative planning and little money, have incorporated gaming services for a big return on investment. And the appendix section of the report includes materials (librarian-created press releases, real examples of promotional fliers, and staff checklists for game-day events) that librarians can build upon to create a successful gaming program at any type of library which can engage your community's youth and adult gaming populations.
Physical dimension
80 p.28 cm.ill.
Summary / review / table of contents
Why gaming? --
The gaming generation --
Gaming setups common in libraries --
Case studies : school libraries --
Case studies : academic libraries --
Case studies : public libraries --
Future intersections --
Conclusion : what librarians can learn from gamers.