Friday, February 01, 2008

Bibliography of Suggested Reading for LibGaming Listserv

Agosto, D. (2004). Girls and gaming: A summary of the research with
implications for practice [Electronic Version]. Teacher Librarian, 31.
Retrieved December 1, 2006 from http://www.teacherlibrarian.com/tlmag/v_31/v_31_3_feature.html.

American Library Association. (2007). TechSource: Gaming in
libraries. Retrieved August 29, 2007, from http://www.techsource.ala.org/blog/

Armstrong, Sara & David Warlick. "The New Literacy." TechLearning. Sept 15 2004.
http://www.techlearning.com/story/showArticle.php?articleID=47102021

Beck, John & Mitchell Wade. The Kids Are Alright, by John Beck & Mitchell Wade. Harvard Business School Press, 2007.
http://www.nslg.net/gotgamebook/index.html

Bell, L., Pope, K., & Peters, T. (2007). Digital libraries on the
MUVE: A virtual adventure [Electronic Version]. Bulletin of the
American Society for Information Science & Technology, 33, 17-21.
Retrieved November 3, 2007 from http://www.asis.org/Bulletin/Apr-07/bell_pope_peters.html.

Boss, R. W. (2005). Games in libraries [Electronic Version]. Retrieved
December 1, 2006 from http://www.ala.org/ala/pla/plapubs/technotes/GamesinLibraries.doc.

Branston, C. (2006, April/May). From game studies to bibliographic
gaming: Libraries tap into the video game culture. Bulletin of the
American Society for Information Science and Technology, 32, 24-26,
29.

Branston, C. (2007). Digital game-based learning & information
literacy. Retrieved November 3, 2007, from
http://www.accessola2.com/superconference2007/fri/1319/branston.pdf

Carr, Mary. "Games Students Play." _Community and Junior College
Libraries_ 14.1 (2007): 1-2.

Chang, A. (2003). Video games could be good for you. Retrieved March
13, 2006, from http://www.msnbc.com/news/919010.asp?vts=52820031319&cp1=1

Czarnecki, K. (2007a). The big three. School Library Journal, 53(8),
30-31.

Czarnecki, K. (2007b). Books for teen gamers. Booklist, 103(13),
78-79.

Czarnecki, K. (2007c). A revolution in library service. School Library
Journal, 53(5), 34-35.

Czarnecki, K., & Gullett, M. (2007). Meet the new you. School Library
Journal, 53(1), 36-39.

Dawes, L., & Dumbleton, T. (2001). Computer games in education:
Findings report [Electronic Version]. Retrieved March 18, 2007 from
http://partners.becta.org.uk/index.php?section=rh&rid=11207.

de Castell, S., & Jenson, J. (2006). How content matters: Rethinking
educational games. In E. Pearson & P. Bohman (Eds.),Proceedings of
the World Conference on Educational Multimedia, Hypermedia and
Telecommunications 2006 (pp. 1802-1808), AACE.

Dede, C. (2002). Vignettes about the future of learning technologies.
In 2020 visions: Transforming education and training through advanced
technologies (pp. 18-25). Washington, DC: US Department of Commerce.

Dede, C. (2005). Planning for neomillennial learning styles
[Electronic Version]. EDUCAUSE Quarterly, 28. Retrieved December 13,
2005 from http://www.educause.edu/apps/eq/eqm05/eqm0511.asp?bhcp=1.

Derry, S. J., & Steinkuehler, C. A. (2003). Cognitive and situative
theories of learning and instruction. In L. Nadel (Ed.), Encyclopedia
of Cognitive Science (pp. 800-805). England: Nature Publishing Group.

Entertainment Software Association. (2005). Essential facts about the
computer and video game industry: Sales, demographics, and usage
data. Retrieved December 10, 2005, from http://theesa.com/EF2005.pdf
(New one actually just came out - so be sure and locate it instead!)

Fetscherin, M., & Lattemann, C. (2007). User acceptance of virtual
worlds: An explorative study about Second Life. Retrieved November
3, 2007, from http://www.fetscherin.com/UserAcceptanceVirtualWorlds.htm

Gee, J. P. (2003). What videogames have to teach us about learning and
literacy. New York, NY: Palgrave Macmillan.

Grassian, E., & Trueman, R. B. (2007). Stumbling, bumbling,
teleporting and flying . . . librarian avatars in Second Life.
Reference Services Review, 35(1), 84-89.

Griffiths, M. D. (2002). Violent video games and aggression: A review
of the literature. Aggression and Violent Behavior, 4, 203-212.

Hawkins, D. T., & Brynko, B. (2006, June). Gaming: The next hot
technology for libraries? Information Today, pp. 1, 51.

Helmrich, E., & Neiburger, E. (2005). Video games as a service:
Hosting tournaments at your library. Voice of Youth Advocates, 27(6),
450-453.

Helmrich, E. V., & Neiburger, E. (2007). Video games as a service:
Three years later. Voice of Youth Advocates, 30(2), 113-115.

Hinton, A. (2006, August/September). We live here: Games, third places
and the information architecture of the future. Bulletin of the
American Society for Information Science and Technology, 32, 17-21.

Jenkins, H. (2003). How should we teach kids Newtonian physics?
Simple. Play computer games. [Electronic Version]. Technology Review.
Retrieved March 18, 2007 from http://www.technologyreview.com/read_article.aspx?id=12784&ch=energy.

Jenkins, H. (2006a). Confronting the challenges of a participatory
culture: Media education for the 21st century. Retrieved December 1,
2006, from http://www.henryjenkins.org/2006/10/confronting_the_challenges_of.html

Jenkins, H. (2006b). Where old and new media collide [Electronic
Version]. Business Week. Retrieved December 1, 2006 from
http://www.businessweek.com/innovate/content/jul2006/id20060719_349507.htm?chan=%20innovation_game+room_top+stories.

Jones, J. G., & Bronack, S. C. (2006). Rethinking cognition,
representations, and processes in 3D online social learning
environments. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and
Simulations in Online Learning (Vol. 2, pp. 107-147). Hershey, PA:
Idea Group.

Jones, S. (2003). Let the games begin: Gaming technology and
entertainment among college students. Washington DC: Pew Internet and
American Life Project.

King, K. A. R. (2007). Gaming unplugged. Voice of Youth Advocates,
29(6), 510-511.

Kirriemuir, J. (2002). Video gaming, education, and digital learning
technologies: Relevance and opportunities [Electronic Version]. D-Lib
Magazine, 8. Retrieved December 1, 2006 from
http://www.dlib.org/dlib/february02/kirriemuir/02kirriemuir.html.

Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher,
A., Jones, T., et al. (1998). Evidence for striatal dopamine release
during a video game. Nature, 393(6682), 266-268.

Lave, J., & Wenger, E. (1991). Situated learning: Legitimate
peripheral participation. Cambridge UK: Cambridge University Press.

Lepouras, G., & Vassilakis, C. (2005). Virtual museums for all:
Employing game technology for edutainment. Virtual Reality, 8, 96-106.

Levine, J. (2007). Getting your game on. American Libraries, 38(1),
36.

Mayo, M. J. (2007). Games for science and engineering education.
Communications of the ACM, 50(7), 31-35.

Neiburger, E. (2007, May). Gamers... in the library? American
Libraries, 58-60.

Neiburger, E., & Gullett, M. (2007). Out of the basement: The social
side of gaming. Young Adult Library Services, 5(2), 34-36, 38.

Oblinger, D. (2006). Simulations, games, and learning [Electronic
Version]. Educause Learning Initiative. Retrieved November 3, 2007
from http://connect.educause.edu/library/abstract/SimulationsGamesandL/39338.

Peters, T. (2007). TechSource Symposium draws gamers to Chicago.
American Libraries, 38(8), 15.

Peters, T., & Bell, L. (2007). MUVEing toward accessibility. Computers
in Libraries, 27(4), 34-36.

Prensky, M. (2006). "Don't bother me Mom, I'm learning!": How computer
and video games are preparing your kids for twenty-first century
success and how you can help! (1st ed.). St. Paul, MN: Paragon House.

Puterbaugh, M. D. (2006). The Virtual Bibliographic Instruction
Project. Retrieved December 1, 2006, from
http://www.eastern.edu/library/www/services/chat/vbiproject.shtml

Reutter, V. (2006). Morality play [Electronic Version]. School Library
Journal. Retrieved December 1, 2006 from http://www.schoollibraryjournal.com/article/CA6357105.html.

Rise, N. (2006). The interactive children's library of the future.
Bibliotekspressen, 10, 16-17.

Saxton, B. (2007). All thumbs isn't a bad thing: Video game programs @
your library. Young Adult Library Services, 5(2), 31-33.

Schmidt, A. (2005). The young and the wireless [Electronic Version].
School Library Journal. Retrieved December 1, 2006 from
http://www.schoollibraryjournal.com/article/CA6260600.html.

Schwarzwalder, J. (2007). Wii: Welcome to the library. Voice of Youth
Advocates, 30(3), 226-227.

Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2004).
Video games and the future of learning [Electronic Version], 21.
Retrieved December 1, 2006 from http://www.academiccolab.org/resources/gappspaper1.pdf.

Sperling, R. A., Seyedmonir, M., Aleksic, M., & Meadows, G. (2003).
Animations as learning tools in authentic science materials.
International Journal of Instructional Media, 30(2), 213-221.

Squire, K. (2003). Video games in education [Electronic Version].
International Journal of Intelligent Games & Simulation, 2. Retrieved
March 16, 2007 from http://simschoolresources.edreform.net/download/278/IJIS.doc.

Squire, K., & Steinkuehler, C. (2005). Meet the gamers. Retrieved
December 10, 2005, from http://www.libraryjournal.com/article/CA516033.html

Steinkuehler, C. (2005a). Cognition and learning in massively
multiplayer online games: A critical approach [Electronic Version].
Retrieved December 1, 2006 from http://website.education.wisc.edu/steinkuehler/thesis.html.

Steinkuehler, C. (2005b). Cognition as (inter)action in the social &
material world. Retrieved December 1, 2006, from
http://website.education.wisc.edu/steinkuehler/cogtheory.html

Steinkuehler, C. (2005c). The new third place: Massively multiplayer
online gaming in American youth culture. Tidskrift Journal of Research
in Teacher Education, 3, 17-32.

Stephens, M. (2006). Promoting gaming programs in libraries
[Electronic Version]. Marketing Library Services, 20. Retrieved
November 8, 2006 from http://www.infotoday.com/MLS/mar06/Stephens.shtml.

Sullivan, K. (2005). Collection development for the "chip" generation
and beyond. Collection Building, 24(2), 56-60.

Sutton, L., & Womack, H. D. (2006). Got game? Hosting game night in an
academic library. College and Research Libraries News, 67(3), 173-176.

Swanson, K. (2007). Second Life: A science library presence in virtual
reality. Science & Technology Libraries, 27(3), 79-86.

Thomas, Chuck & Robert H. McDonald, "Millennial Net Value(s): Disconnects Between Libraries and the Information Age Mindset" http://dscholarship.lib.fsu.edu/general/4/

Urban, R. (2007). Second Life, serious leisure and LIS [Electronic
Version]. Bulletin of the American Society for Information Science and
Technology, August/September, 38-40. Retrieved November 3, 2007 from
http://www.asis.org/Bulletin/Aug-07/urban.html.

Uzwyshyn, R. (2005). Networked 3D game possibilities. Retrieved July
13, 2006, from http://informationvisualization.typepad.com/

1 comment:

Michael said...

Awesome, thanks for reposting (with a few additions)!

people.unt.edu/mjr0010