New ACRL publication: Gaming in Academic Libraries
Contact: Kathryn J. Deiss
ACRL Content Strategist
For Immediate Release
October 28, 2008
CHICAGO – The Association of College and Research Libraries (ACRL) is releasing a new publication, “Gaming in Academic Libraries: Collections, Marketing, and Information Literacy.”
Edited by Amy Harris of the University of North Carolina-Greensboro and Scott E. Rice of Appalachian State University, “Gaming in Academic Libraries” is a lively volume containing 16 examples of ways libraries are integrating games into their learning and outreach programs.
Covering a wide range of game play, from classic video games to Geocaching with board games and fantasy sports, the collected essays describe issues related to games as a collection format, the cataloging and circulation of games, the use of games to market the library and the use of games to help students achieve information literacy. Cases include projects at large research libraries as well as at smaller liberal arts colleges, focusing on libraries that are addressing gaming with either a great deal of funding or on a shoestring. This compendium is the first book on gaming in academic libraries and will be highly useful to librarians considering building game collections, using games for marketing or public relations purposes or using games for teaching and learning.
“Gaming in Academic Libraries: Collections, Marketing, and Information Literacy” is available for purchasethrough the ALA Online Store (http://www.alastore.ala.org) and by telephone order at (866) 746-7252 in the U.S. or (770) 442-8633 for international customers.
ACRL is a division of the American Library Association, representing nearly 13,000 academic and research librarians and interested individuals. ACRL is the only individual membership organization in North America that develops programs, products and services to meet the unique needs of academic and research librarians. Its initiatives enable the higher education community to understand the role that academic libraries play in the teaching, learning and research environments.