Non-Fiction Books:

Crash Course in Gaming

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Paperback / softback
$154.00
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Description

Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.

Author Biography:

Suellen S. Adams, PhD, is an independent researcher and adjunct professor who has served in that capacity for a number of universities including the University of Rhode Island, The University of Texas at Austin, San Jose State University, and Sam Houston State University.
Release date NZ
November 25th, 2013
Audiences
  • Professional & Vocational
  • Tertiary Education (US: College)
Interest Age
From 7 to 17 years
Pages
140
Dimensions
213x277x13
ISBN-13
9781610690461
Product ID
19784763

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