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

American Library Association. (2007). TechSource: Gaming in
libraries. Retrieved August 29, 2007, from

Armstrong, Sara & David Warlick. "The New Literacy." TechLearning. Sept 15 2004.

Beck, John & Mitchell Wade. The Kids Are Alright, by John Beck & Mitchell Wade. Harvard Business School Press, 2007.

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

Boss, R. W. (2005). Games in libraries [Electronic Version]. Retrieved
December 1, 2006 from

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,

Branston, C. (2007). Digital game-based learning & information
literacy. Retrieved November 3, 2007, from

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

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

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

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

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

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
(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

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),

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

Jenkins, H. (2006a). Confronting the challenges of a participatory
culture: Media education for the 21st century. Retrieved December 1,
2006, from

Jenkins, H. (2006b). Where old and new media collide [Electronic
Version]. Business Week. Retrieved December 1, 2006 from

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

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),

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

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

Reutter, V. (2006). Morality play [Electronic Version]. School Library
Journal. Retrieved December 1, 2006 from

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

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

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

Squire, K., & Steinkuehler, C. (2005). Meet the gamers. Retrieved
December 10, 2005, from

Steinkuehler, C. (2005a). Cognition and learning in massively
multiplayer online games: A critical approach [Electronic Version].
Retrieved December 1, 2006 from

Steinkuehler, C. (2005b). Cognition as (inter)action in the social &
material world. Retrieved December 1, 2006, from

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

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"

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

Uzwyshyn, R. (2005). Networked 3D game possibilities. Retrieved July
13, 2006, from

1 comment:

Michael said...

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