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The case for video games in libraries

Suellen S. Adams (Graduate School of Library and Information Studies, University of Rhode Island, Kingston, Rhode Island, USA)

Library Review

ISSN: 0024-2535

Article publication date: 20 March 2009

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2633

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

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Emerald Group Publishing Limited

Copyright © 2009, Emerald Group Publishing Limited