I had a consulting request this week for articles specific to gaming in the school library environment - additions welcome!
Books
Beck, John C. and Mitchell Wade. The Kids Are Alright: How the Gamer Generation is Changing Business Forever. Cambridge, MA: Harvard Business School Press, 2004.
Cassell, Justine and Henry Jenkins (Eds). From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge: MIT Pres, 1999.
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave McMillan, 2003.
Howe, Neil and William Strauss. Millennials Rising: The Next Great Generation. New York: Vintage/Random House, 2000
Hutchinson, David. Playing to Learn: Video Games in the Classroom. Teacher Ideas Press/Libraries Unlimited, 2007.
Jones, Gerard and Lynn Ponton. Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence. Basic Books, 2003.
King, Brad and John Borland. Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic. McGraw-Hill Osborne Media, 2003.
Levine, Jenny. "Library Technology Reports : Gaming and Libraries: Intersection of Services." ALA Techsource. Sep/Oct 2006, vol. 42., n. 5
Neiburger, Eli. Gamers at the Library? ALA Editions, 2007.
Prensky, Mark. Digital Game-Based Learning. McGraw Hill, 2004.
Prensky, Mark. Don’t Bother Me, Mom―I’m Learning! Paragon House Publishers, 2006.
Tapscott, Don. Growing Up Digital: The Rise of the Net Generation. McGraw Hill, 1999.
Articles
Anderson, Craig. “Violent Video Games: The Myths, the Facts, and Unanswered Questions.” October 2003. http://www.apa.org/science/psa/sb-anderson.html. February 9, 2008.
Armstrong, Sara and David Warlick, David. ”The New Literacies.” Technology & Learning. September 15, 2004. http://www.techlearning.com/showArticle.php?articleID=47102021. February 9, 2008.
Crowe, N., and Bradford, S., (2007), 'Identity in On-Line Gaming: young people's symbolic and virtual extensions of self', in Hodkinson, P., and Bennett, A., (eds), Scenes, Subcultures and Tribes, Routledge.
Crowe, N., and Bradford, S., (2006), 'Hanging out in Runescape': identity, work and play in the virtual playground', Children's Geographies, 4, (3), 331-346.
Czarnecki, Kelly & Matt Gullett. Meet the New You. School Library Journal, 2007. http://www.schoollibraryjournal.com/article/CA6403251.html. February 9, 2008.
Czarnecki, Kelly. “A Revolution in Library Service: Gaming is More Than Just a Lure into the Library.” School Library Journal, May 2007, p34. http://www.schoollibraryjournal.com/article/CA6438272.html. February 9, 2008.
Dede, Chris. “Virtual Reality of Learning.” i.e. magazine, Spring 2006. 40-41.
Doshi, Ameet. “Gaming Could Improve Information Literacy.” Computers in Libraries. May 2005, 15-17.
Durkin, K. and Barber B. “Not So Doomed: Computer Game Play and Positive Adolescent Development.” Applied Developmental Psychology, 23 pp. 373-392. 2002.
Egenfeldt-Nielsen, S. (2005) Beyond Edutainment: Exploring the Educational Potential of Computer Games. Ph D dissertation. http://www.learninginvideogames.com/research-and-papers/beyond-edutainment-a-dissertation-by-simon-egenfeldt-nielsen/. February 9, 2008.
ESA. Essential Facts About the Computer and Game Industry. The Entertainment Software Association, 2007.
http://theesa.com/archives/files/ESA-EF%202007.pdf . February 9, 2008.
Ferlazzo, Larry. “Free Online Games Develop ESL Students' Language Skills.” Technology & Learning, January 1, 2008. http://www.techlearning.com/story/showArticle.php?articleID=196604915. February 9, 2008.
Ferlazzo, Larry. “Playing Around: Favorite Education Game Websites.” Technology & Learning, June 1, 2007. http://techlearning.com/story/showArticle.php?articleID=196604471. February 9, 2008.
Guyne, Heather Haag . “The Educational Benefits of Video Games.” Technology & Learning, November 1, 2007. http://www.techlearning.com/showArticle.php?articleID=196604793. February 9, 2008.
Helmrich, Erin and Eli Neiburger. “Video Games as a Service: Hosting Tournaments at your library.” VOYA, 27 (6) 450-453. http://pdfs.voya.com/VO/YA2/VOYA200502VideoGames.pdf. February 9, 2008.
Huber, Nathan. “The Gaming Life: Gaming Potpourri: Must Have Video Games for Libraries.” School Library Journal, January 2008. http://www.schoollibraryjournal.com/article/CA6515249.html. February 9, 2008.
Jenkins, Henry. “Reality Bytes: Eight Myths About Video Games Debunked.” The Video Game Revolution. http://www.pbs.org/kcts/videogamerevolution/impact/myths.html. Febr 9, 2008.
Johnson, Andrew. "The NICE Project: Learning Together in a Virtual World." Proceedings of VRAIS '98. 28 Dec 1997. Electronic Visualization Project, University of Illinois. 11 Dec 2006 http://www.evl.uic.edu/tile/NICE/NICE/PAPERS/VRAIS/vrais98.2.html. February 9, 2008.
Johnson, Doug. “Tech Proof: Game On!” Education World. September 2007. http://www.schoollibraryjournal.com/article/CA6438272.html. February 9, 2008.
McLester, Susan. “Game Plan.” Technology & Learning. 26: 4 November 2005. 20-24.
http://www.techlearning.com/showArticle.php?articleID=171202908. February 9, 2008.
McLester, Susan. “Game Plan, Part 2: Student Gamecraft.” Technology & Learning, 26: 3. October 2005. 18-26. http://www.techlearning.com/showArticle.php?articleID=173601950. February 9, 2008.
Nicholson, Scott. (2008). “Finish your games so you can start your schoolwork: A look at gaming in school libraries.” Library Media Connection 26(5), 52-55. http://librarygamelab.org/gamesschoolwork.pdf. February 9, 2008.
Neiburger, Eli. “Games... In the Library?” School Library Journal, July 2007. http://www.schoollibraryjournal.com/article/CA6456375.html. February 9, 2008.
Philips, Amy and Becky Spilver. “Comsole Video Games: Spotlight on Library Programming.” School Library Journal, October 2006. http://www.schoollibraryjournal.com/article/CA6377428.html. February 9, 2008.
Sams, Bill. "Games, Multi-Player Environments, Immersive Reality: Virtual Worlds & Avatars: What does it mean for learning?" TeachU. Jan 2006.
Schwarzwalder, Jami. “The Gaming Life: Learning Through Play: Cooperative Games in the Classroom. School Library Journal. December 2007. http://www.schoollibraryjournal.com/article/CA6505679.html. February 9, 2008.
Schmidt, Aaron. “Are You Game?” School Library Journal. June 2006. http://www.schoollibraryjournal.com/article/CA6338686.html. February 9, 2008.
Squire, Kurt. “Replaying History: Learning World History Through Playing Civilization III.” http://website.education.wisc.edu/kdsquire/dissertation.html. February 9, 2008.
Squire, Kurt and Constance Steinkuehler. “Meet the Gamers: They Research, Teach, Learn, and Collaborate. So far, without libraries.” Library Journal, April 15, 2005 v130 i7 p38(4). http://www.libraryjournal.com/article/CA516033.html. February 3, 2008.
Steinkuehler, Constance. “Learning in Massively Multiplayer Online Games.” www.academiccolab.org/resources/documents/SteinkuehlerICLS2004.pdf. February 9, 2008.
Warlich, David. “Classroom as Video Game?” TechLearning. March 2006. http://www.techlearning.com/blog/2006/03/classroom_as_video_game.php. February 9, 2008.
Wilson, Heather. (2005). “Gaming for Librarians: An Introduction.” VOYA 27 (6): 446-4449. http://pdfs.voya.com/VO/YA2/VOYA200502YA101.pdf. February 9, 2008.
Wilson, Lee. “Getting It Wrong: Slaying Myths About Video Games (part 1).” Technology & Learning, October 15, 2007. http://www.techlearning.com/showArticle.php?articleID=196604734. February 9, 2008.
Wilson, Lee. “Getting It Wrong: Slaying Myths About Video Games (part 1).” Technology & Learning, September 15, 2007.
http://www.techlearning.com/showArticle.php?articleID=196604665. February 9, 2008.
Podcasts
Gunn, Moira. “Dr. Henry Jenkins: Video Games and Education.” Tech Nation. March 15, 2005. http://www.itconversations.com/shows/detail435.html. February 9, 2008.
Crowe, Nic and Simon Bradford. “Thinking Allowed.” BBC Radio, March 7, 2007.
http://www.bbc.co.uk/radio4/factual/thinkingallowed/thinkingallowed_20070307.shtml. February 9, 2008.
Websites:
4 Librarians. “Video Games in the Library. http://www.animeted.org/4librarians/video-games/Video-games.htm. February 9, 2008.
The Digital Media Collaboratory. http://www.dmc.utexas.edu. February 9, 2008.
Game Politics. http://gamepolitics.com. February 9, 2008.
“Gaming.” Library Success: A Best Practices Wiki. http://www.libsuccess.org/index.php?title=Gaming. February 9, 2008.
The Serious Games Initiative. http://www.seriousgames.org/index2.html. February 9, 2008.
the Video Game Librarian. Gaming Target. 1999-2008. http://www.gamingtarget.com/articles.php?kywrd=The+Video+Game+Librarian. February 9, 2008.
Saturday, February 09, 2008
Thursday, February 07, 2008
63% of the US Population Plays Games
"Gaming is already a mass-market hobby, with people of all ages picking up controllers and portables. Unfortunately, the mainstream media does not seem fully aware of how the mainstream itself thinks about gaming. Once that happens, many of the industry's current PR problems are likely to be alleviated."
Thanks to my friend Jason for the link to this post, which discusses the NPD Group's Expanding the Games Market report, Hill & Knowlton report on regulation, and the National Institute for Media and the Family's latest Video Game Report Card.
Thanks to my friend Jason for the link to this post, which discusses the NPD Group's Expanding the Games Market report, Hill & Knowlton report on regulation, and the National Institute for Media and the Family's latest Video Game Report Card.
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/
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
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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
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Bibliotekspressen, 10, 16-17.
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your library. Young Adult Library Services, 5(2), 31-33.
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School Library Journal. Retrieved December 1, 2006 from
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Advocates, 30(3), 226-227.
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Animations as learning tools in authentic science materials.
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International Journal of Intelligent Games & Simulation, 2. Retrieved
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December 10, 2005, from http://www.libraryjournal.com/article/CA516033.html
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multiplayer online games: A critical approach [Electronic Version].
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material world. Retrieved December 1, 2006, from
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online gaming in American youth culture. Tidskrift Journal of Research
in Teacher Education, 3, 17-32.
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[Electronic Version]. Marketing Library Services, 20. Retrieved
November 8, 2006 from http://www.infotoday.com/MLS/mar06/Stephens.shtml.
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and beyond. Collection Building, 24(2), 56-60.
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academic library. College and Research Libraries News, 67(3), 173-176.
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reality. Science & Technology Libraries, 27(3), 79-86.
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13, 2006, from http://informationvisualization.typepad.com/
Thursday, January 31, 2008
2008 Texas Teen Read! Manual: Game On! TTR.08
"The Texas Teens Read! Advisory Committee selected the theme Game On! TTR.08 for the first Texas Teens Read! and nominated artist Rod Espinosa to design the manual."
Sunday, January 27, 2008
Nintendo Donates 21 Wii's
Norman Oder, Library Journal, 1/25/08
"Nintendo has decided to donate 21 of the popular games (valued at $250 each) to encourage library gaming. The recipients are the Alpena County Library, MI; the Free Library of Philadelphia; the Pasco County Library, FL; Ann Arbor District Library, MI; the New York Public Library; and the American Library Association (ALA), which will use its Wii at various events to promote library gaming initiatives."
"Nintendo has decided to donate 21 of the popular games (valued at $250 each) to encourage library gaming. The recipients are the Alpena County Library, MI; the Free Library of Philadelphia; the Pasco County Library, FL; Ann Arbor District Library, MI; the New York Public Library; and the American Library Association (ALA), which will use its Wii at various events to promote library gaming initiatives."
Tuesday, January 22, 2008
Your Input Needed on GLLS2008 Location!
forwarded from Jenny Levine, The Shifted Librarian and ALA Strategy Guide
"We're at the point where we can finally pick a location for the 2008 ALA TechSource Gaming, Learning, and Libraries Symposium, but the pickings aren't as good as we'd hoped for. Recognizing that we can't please everyone all of the time, I'd love your input on the choices we do have.
More background and info at
http://gaminglearningandlibraries.ning.com/forum/topic/showid=917484%3ATopic%3A3024
(http://tinyurl.com/3dzlp3). Please respond there or to jlevine AT ala DOT org).
DO NOT REPLY HERE! Please reply on the GLLS2008 Ning Site.
"We're at the point where we can finally pick a location for the 2008 ALA TechSource Gaming, Learning, and Libraries Symposium, but the pickings aren't as good as we'd hoped for. Recognizing that we can't please everyone all of the time, I'd love your input on the choices we do have.
More background and info at
http://gaminglearningandlibraries.ning.com/forum/topic/showid=917484%3ATopic%3A3024
(http://tinyurl.com/3dzlp3). Please respond there or to jlevine AT ala DOT org).
DO NOT REPLY HERE! Please reply on the GLLS2008 Ning Site.
Thursday, January 17, 2008
Games and Gaming Member Initiative Group-ALA
On January 16th, the ALA Council approved the formation of the Games and Gaming Member Initiative Group. The charge for the group, is:
To engage those interested in games and gaming activities in libraries and to collaborate with ALA units to support gaming initiatives and programs across the Association. Games, as defined in their broadest sense to include traditional and modern board, card, video, mobile, computer, live-action, roleplaying and miniature games, and gaming activities, including planning and running gaming programs, providing games for informal play, developing a game collection, creating games, development of information and other literacies through games and partnering with other community organizations to support gaming, will be topics for professional exploration. This group is open to all
members.
Scott Nicholson (srnichol at syr.edu), associate professor at the Syracuse University School of Information Studies and director of the Library Game Lab of Syracuse, appeared before the ALA Committee on Organization on January 15th as a Designated Organizer with a petition with 149 member signatures to request that the group be started as a channel to bring together librarians of all types to talk about tabletop and digital games.
The Member Initiative Group structure is designed for new topics and creates an ALA organization that lives for 3 years. After that time, if the group is flourishing, it can apply to become part of the ALA's permanent organizational structure as a Round Table. ALA will be creating a discussion forum, blog, wiki, and other methods for the group to begin discussions shortly. More information about the Library Game Lab of Syracuse and updates on the Games and Gaming MIG will be posted here.
To engage those interested in games and gaming activities in libraries and to collaborate with ALA units to support gaming initiatives and programs across the Association. Games, as defined in their broadest sense to include traditional and modern board, card, video, mobile, computer, live-action, roleplaying and miniature games, and gaming activities, including planning and running gaming programs, providing games for informal play, developing a game collection, creating games, development of information and other literacies through games and partnering with other community organizations to support gaming, will be topics for professional exploration. This group is open to all
members.
Scott Nicholson (srnichol at syr.edu), associate professor at the Syracuse University School of Information Studies and director of the Library Game Lab of Syracuse, appeared before the ALA Committee on Organization on January 15th as a Designated Organizer with a petition with 149 member signatures to request that the group be started as a channel to bring together librarians of all types to talk about tabletop and digital games.
The Member Initiative Group structure is designed for new topics and creates an ALA organization that lives for 3 years. After that time, if the group is flourishing, it can apply to become part of the ALA's permanent organizational structure as a Round Table. ALA will be creating a discussion forum, blog, wiki, and other methods for the group to begin discussions shortly. More information about the Library Game Lab of Syracuse and updates on the Games and Gaming MIG will be posted here.
Thursday, January 03, 2008
Monday, December 31, 2007
Video Games Make History in 2007
12/31/07, BBC News
"The last 12 months have been one of the best years in video game history, both critically and commercially." Judges pick out the best games of the year.
"The last 12 months have been one of the best years in video game history, both critically and commercially." Judges pick out the best games of the year.
Thursday, December 27, 2007
Help Form an ALA Games and Gaming Member Interest Group
Please take a moment to show your support for Scott Nicholson's initiative to start a Gaming and Gamer Member Interest Group of ALA!
Petition online at http://www.boardgameswithscott.com/ggmig.pdf
Print, sign, get your friends to sign, and mail to the address on the form - ASAP!
Labels:
ALA midwinter,
gaming,
member interest group
Monday, December 24, 2007
Literary Festival in Second Life
Stay tuned to the literary festival in Second Life and Teen Second Life to be held on Saturday, February 2 from 4am PST until 6pm PST. Games such as scavenger hunts with literary clues and solve the murder mystery game will be part of the events. Next planning meeting scheduled is Sunday, January 6 at 12p PST. IM Teofila Matova or BlueWings Hayek for a teleport. Join the googlegroup here.
Video Game Voters Network and Facebook
Video Game Voters Network 12/20/07
"The Video Game Voters Network (VGVN) is committed to raising awareness of the fight against video game regulation where ever we can. That's why we've launched a Facebook page, to help spread the word in this increasingly popular social networking site."
"The Video Game Voters Network (VGVN) is committed to raising awareness of the fight against video game regulation where ever we can. That's why we've launched a Facebook page, to help spread the word in this increasingly popular social networking site."
Member Interest Group on Games and Gaming
Scott Nicholson is interested in starting an ALA Member Interest Group on Games and Gaming.
The group's charge is:
To engage those interested in games and gaming activities in libraries and to collaborate with ALA units to support gaming initiatives and programs across the Association. Games, as defined in their broadest sense to include traditional and modern board, card, video, mobile, computer, live-action, roleplaying and miniature games, and gaming activities, including planning and running gaming programs, providing games for informal play, developing a game collection, creating games, development of information and other literacies through games and partnering with other community organizations to support gaming, will be topics for professional exploration. This group is open to all members.
100 signatures of ALA members are needed here in the next few weeks.
The group's charge is:
To engage those interested in games and gaming activities in libraries and to collaborate with ALA units to support gaming initiatives and programs across the Association. Games, as defined in their broadest sense to include traditional and modern board, card, video, mobile, computer, live-action, roleplaying and miniature games, and gaming activities, including planning and running gaming programs, providing games for informal play, developing a game collection, creating games, development of information and other literacies through games and partnering with other community organizations to support gaming, will be topics for professional exploration. This group is open to all members.
100 signatures of ALA members are needed here in the next few weeks.
Monday, December 17, 2007
Create Your Own Avatar! Contest
There is still time to enter YALSA's Create Your Own Avatar Contest. Contest submissions will be unveiled at YALSA's 3rd Annual Gaming Extravaganza. Attendees at the Extravaganza will vote on the entries and the winner will be announced during the event. Even if you don't have the chance to attend the Extravaganza you can still enter. In other words attendance at the Extravaganza is not required in order to enter.
The winner will receive $100 in books and will be interviewed for a YALSA article and press release.
For more information on the contest and to learn how to enter read the Create Your Own Avatar Contest Guideline available at http://www.ala.org/ala/yalsa/avatar.pdf.
The winner will receive $100 in books and will be interviewed for a YALSA article and press release.
For more information on the contest and to learn how to enter read the Create Your Own Avatar Contest Guideline available at http://www.ala.org/ala/yalsa/avatar.pdf.
Thursday, December 13, 2007
YALSA Offers Mini-Grants for Teen Tech Week!
The Young Adult Library Services Association is offering, thanks to sponsor Wizards of the Coast, TWENTY grants of $450 + promotional materials for Teen Tech Week (March 2008) programs! Want to buy a console for your teen room, and lack the money? Enroll half a dozen kids in a Youth Digital Arts Cyber School class? Buy land in Teen Second Life? COnsider applying!
Details at http://www.ala.org/ala/yalsa/teentechweek/ttw08/contests/contests.cfm
Details at http://www.ala.org/ala/yalsa/teentechweek/ttw08/contests/contests.cfm
Labels:
" YALSA,
"Teen Tech Week,
awards,
funding,
grant
Wednesday, December 12, 2007
w00t!
Merriam-Webster's word of the year is "w00t!" Further proof that gaming is ubiquitous and invading pop culture. Full article at:
http://news.yahoo.com/s/ap/20071211/ap_on_re_us/word_of_the_year
http://news.yahoo.com/s/ap/20071211/ap_on_re_us/word_of_the_year
Monday, November 19, 2007
Rise of the Videogame
This Wednesday, Nov. 21 starts the first of the five part series by the Discovery Channel on The Rise of the Videogame
Level one:
The video game started not with a bang, but with a ping. Where did simple games like Pong and PacMan come from? And how did these global phenomenons usher in the videogame revolution?
Level two:
In the late '70s, early '80s, video games gained their face. Game creators became more liberated to create more complex video games and icons like Mario and Zelda began to give way to grittier characters. Learn how video game technology has evolved.
Level three:
Video games go 3-D, but the details they capture in the new virtual worlds are both awe-inspiring and disturbingly realistic. Critics begin to question if games are becoming too real, too violent, too addictive. Game designers begin wrestling with ethics.
Level four:
"God Games" begin simulating entire worlds and allow players to experiment with sometimes troubling cause and effect. Artificial intelligence creates lifelike characters and opens up opportunities for new learning tools and for artistic expression.
Level five:
Can a computer game make you cry? Games gain an emotional dimension, interpersonal connection, and Hollywood worthy story lines as they evolve and move onto the Web. What do these virtual world games tell us about the way we live in the 21st century?
Level one:
The video game started not with a bang, but with a ping. Where did simple games like Pong and PacMan come from? And how did these global phenomenons usher in the videogame revolution?
Level two:
In the late '70s, early '80s, video games gained their face. Game creators became more liberated to create more complex video games and icons like Mario and Zelda began to give way to grittier characters. Learn how video game technology has evolved.
Level three:
Video games go 3-D, but the details they capture in the new virtual worlds are both awe-inspiring and disturbingly realistic. Critics begin to question if games are becoming too real, too violent, too addictive. Game designers begin wrestling with ethics.
Level four:
"God Games" begin simulating entire worlds and allow players to experiment with sometimes troubling cause and effect. Artificial intelligence creates lifelike characters and opens up opportunities for new learning tools and for artistic expression.
Level five:
Can a computer game make you cry? Games gain an emotional dimension, interpersonal connection, and Hollywood worthy story lines as they evolve and move onto the Web. What do these virtual world games tell us about the way we live in the 21st century?
Saturday, November 17, 2007
How Violent Video Games are Exemplary Agression Teachers
11/14/07, Science Daily
"Students who played multiple violent video games actually learned through those games to produce greater hostile actions and aggressive behaviors over a span of six months, researchers have found."
"Students who played multiple violent video games actually learned through those games to produce greater hostile actions and aggressive behaviors over a span of six months, researchers have found."
Friday, November 02, 2007
Girl Gaming by Ubisoft
Ubisoft, the developers of Prince of Persia, Rayman, and Beyond Good and Evil, have a new line of games for the DS designed specifically for girls. Each game lets girls explore the things they like to do, and focuses on a related career. You can choose from babysitting, fashion designer, animal doctor, or chef. I've not been able to play these games yet, but I'm curious about your opinions about this.
Do you think that girl gamers will like these games? Would you have played one when you were younger?
If you have a chance ask you teen girls what they think of these games I'm really curious about the reaction girls will have to this.
Do you think that girl gamers will like these games? Would you have played one when you were younger?
If you have a chance ask you teen girls what they think of these games I'm really curious about the reaction girls will have to this.
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