Fr. 106.00

Gaming Programs for All Ages At the Library - A Practical Guide for Librarians

English · Paperback / Softback

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Informationen zum Autor Tom Bruno is Adjunct Assistant Curator of Access, Delivery & Resource Sharing Services at the NYU Division of Libraries. In his 2014 book "Wearable Technology: From Smart Watches to Google Glass" he explored how libraries can introduce new technologies and incorporate them into the patron experience, including gaming through both augmented and virtual reality.Tom has a B.A. from Boston University in Ancient Greek and Latin and a Master's in Library and Information Science from Simmons College. In his previous position as Director of Knowledge Curation and Innovation at The Westport Library he has supported gaming at his library programmatically- from collection development for games to programming gaming events and promoting gaming as experiential learning in the Westport Library MakerSpace. A lifelong gamer himself, Tom is an amateur game designer as well. He enjoys board gaming with his library colleagues, has played Catan at the competitive level and has been running a continuous Dungeons and Dragons campaign since graduating high school in 1990. He is also a devotee of the 1986 cult classic (and alas, out of print) board game Fireball Island by Milton Bradley. Klappentext Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive! Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including:how to make the case for library gaming with your administration, how to acquire and loan gaming materials (whether or not you have the budget for them!),how to publicize your library gaming programming, and how to incorporate other library units into the gaming experience.Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you'll also learn about promotion, assessment, and experiential learning opportunities Inhaltsverzeichnis Preface: My Own Personal Gaming AdventureAcknowledgementsChapter 1: A Short History and Survey of Gaming in LibrariesChapter 2: Making Your Case for Library Gaming Programming with StakeholdersChapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead CostChapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the TaleChapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library Chapter 6: How to Implement Board Game Programming in Your LibraryChapter 7: How to Implement Video Game Programming in Your LibraryChapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your LibraryChapter 9: Role-Playing Games in the LibraryChapter 10: How to Run a Library Trivia EventChapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming ProgramBibliography: Levelling Up- Reading and Recommended PlayingIndexAbout the Author...

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