||6 1/8x9 1/4
||Children's and Young Adult Programs/General
||Children's and Young Adult Collection Management/Literature, Lists and Special Collections
Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format.
Games aren't just for fun; they can also play a critical role in learning. Libraries have an opportunity to integrate a variety of games into the services and collections they provide to the community. This book shows library staff how to do exactly that through a diverse variety of popular games, some that have been around for many years and others that are new. The authors present a comprehensive overview of the topic, supplying good practice examples from successful libraries, providing necessary details on format and implementation within a library program for teens, and covering different game formats ranging from live action role-playing (LARP) and Dungeons & Dragons to Minecraft and traditional board games. Whether you're adding games and gaming to your collection and services for the first time, or looking for ways to expand your existing gaming program, this book offers solid guidance.
- Covers a wide range of popular games, including live action role-playing (LARP), table-top games, PC games, and big games
- Supplies ideas for implementing novel summer reading programs through games
- Includes lists of games that are specifically applicable and other tools, such as game websites, resources for further reading, videos to watch, and specialist game communities that can provide help
- Author Info
"Recommended for public and school librarians looking to begin teen programming or to find additional ideas for an existing program."
"The authors present a comprehensive overview of the topic . . . Useful for both high school and public library programs, this work should be considered by both to supplement their professional programming library."
- Look Inside