The case for video games in libraries
Abstract
Purpose
The purpose of this paper is to present a case for including and expanding the use of video gaming in the library to support the educational, recreational and democratizing goals of the institution.
Design/methodology/approach
An examination of traditional models of the understanding of libraries and how video games fit into the picture.
Findings
Video games can be seen to support educational, recreational and democratizing goals of the library.
Practical implications
While many public libraries in the USA use video games for a variety of purposes, there are still many librarians who resist the trend. Even those who see the value of gaming in the library often have a limited view about how video games can be used in the library setting.
Originality/value
This paper examines video games in contexts beyond the recreational and young adult uses.
Keywords
Citation
Adams, S.S. (2009), "The case for video games in libraries", Library Review, Vol. 58 No. 3, pp. 196-202. https://doi.org/10.1108/00242530910942045
Publisher
:Emerald Group Publishing Limited
Copyright © 2009, Emerald Group Publishing Limited