Index

Sandra Schamroth Abrams (St. John's University, USA)
Hannah R. Gerber (Sam Houston State University, USA and University of South Africa, South Africa)

Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks

ISBN: 978-1-80071-506-6, eISBN: 978-1-80071-505-9

Publication date: 22 April 2021

This content is currently only available as a PDF

Citation

Abrams, S.S. and Gerber, H.R. (2021), "Index", Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks, Emerald Publishing Limited, Leeds, pp. 129-131. https://doi.org/10.1108/978-1-80071-505-920211019

Publisher

:

Emerald Publishing Limited

Copyright © 2021 Sandra Schamroth Abrams, Hannah R. Gerber


INDEX

Note: Page numbers followed by “n” indicate notes.

Artificial intelligence (AI)
, 73

Assessment in games
, 3

Augmented reality (AR)
, 34

Band Hero
, 20–21

Bioshock
, 28–29

Blogs
, 110–111

Bookmobiles
, 107–108

Call of Duty series
, 27, 32, 34, 84

Candy Crush
, 22–23, 28–30

Consoles
, 3, 104

functioning
, 104

PlayStation 3
, 54–55

Xbox
, 17, 50, 53, 56, 68, 114

Constructivist/constructivism
, 1, 8–9, 78, 117

Cooperative mode
, 68, 117

Cybernetic systems
, 14–17

Dance Dance Revolution
, 53

Democracy and Education
, 38

Discourses
, 9

Elder Scrolls IV: Oblivion
, 24–25

Elder Scrolls V: Skyrim
, 19

Entertainment Software Ratings Board (ESRB)
, 51

Fallout
, 85

Fanfiction
, 15n2

Faster Than Light
, 63–64

Feedback loops
, 2–4, 75

components
, 17–37

experience-based decision-making
, 37–38

features
, 2, 4, 7, 16–17, 21, 32, 37, 79

framework
, 13

I2 Approach and
, 79–87

ideation and youth-librarian collaboration
, 90–96

in-game maps
, 31–36

leaderboards
, 36–37

librarian-driven approaches and
, 76–77

model
, 10–11

objectives and rules
, 18–20

player-driven approach and
, 77–79

progress bars
, 20–31

and theoretical foundations
, 8–10

and tracing player involvement
, 87–90

videogame feedback and cybernetic systems
, 14–17

Fishbowl
, 45–46, 52, 67, 69, 103

Food
, 46–47, 54–55

Forza Motorsport
, 70

Future library videogame programming

ethos
, 103–105

mobilizing
, 107–110

possibilities for
, 101

youth programming
, 105–107

GameFAQs
, 27, 33

Gaming

in Mid-South
, 52–61

in Northeast
, 42–52

opportunities
, 47–50, 55–57

Governing rules
, 46–47, 54–55

Graystone Public Library
, 42–43, 46, 49, 85–86

Guitar Hero
, 53

I2 Approach
, 75, 79–89, 94–99, 101, 111

Ideation and youth-librarian collaboration
, 90

data analysis
, 91–93

data and data analysis dissemination
, 93–96

data collection
, 91

instrument creation
, 91

interpretation and videogame programming decisions
, 96

IGN Entertainment
, 33

In-game maps
, 2, 7, 10, 14, 31–38, 64, 70–71, 73, 80, 87, 94, 96, 102, 117

Ingress
, 35

Institutional Review Boards (IRBs)
, 41

Intergenerational videogaming
, 105–107

Interlibrary videogame programming loan
, 109–110

Internal rules
, 18

Kid Center
, 56–58

Killstreaks
, 27

Kinect Adventures
, 68

Language
, 46–47, 54–55

Leaderboards
, 2, 36–37, 71–73

League of Legends
, 37, 71–73

Literacies
, 9, 45, 64, 74, 86

Lives remaining
, 28

Locked maps
, 33

Machinima
, 15n2

Madden NFL series
, 26

Mana
, 28

Meaning making through feedback loop
, 63

feedback loop and collaborative reflection
, 73–74

in-game maps
, 70–71

leaderboards
, 71–73

negotiating objectives and rules
, 66–67

objectives and rules
, 64–67

progress bars
, 68–70

Melee
, 28

Mid-South Library
, 86

gaming in
, 52

across library spaces
, 58–61

Mobile Units
, 108

research in library
, 52–58

Minecraft
, 48, 65–66, 71, 77, 81, 93, 96, 107, 114

Minimaps (see In-game maps)

Mobilizing game programs
, 107–110

Mortal Kombat
, 30–31

Multiplayer online battle arenas (MOBAs)
, 37, 73

National Library of France
, 6

Negotiation of resources
, 50–51, 57–58

Neiburger
, 2, 4, 6, 47–48, 54, 59, 76–77, 98, 111

Noise
, 46–47

Non-governmental organizations (NGOs)
, 4n1

Northeast Public Library
, 42–43

gaming in
, 42–52

research in library
, 42–43

tournament space
, 48

Online forums
, 110

Open world games
, 19

Pac-Man
, 18–19, 27–28

Paratexts
, 15

Ping time
, 3n1

PlayStation All-Stars game
, 30–31, 69

Pokémon Go
, 35–36

Preference ranking
, 89

Progress bars
, 2, 7, 10, 14, 20–31, 37–38, 64, 68–70, 73, 80, 87, 94, 96, 102, 117

Quests
, 19

Reciprocal reading
, 94

Red Dead Redemption
, 33

Refreshments
, 104

Remote situations
, 3–4, 11, 59, 119

Remote tournaments, ideas for
, 83–84

Respawn time
, 28, 72

Rock Band
, 50, 53

Role playing game (RPG)
, 24

Satellite Internet
, 3–4

Scaled data
, 89–90

Seating
, 103–104

Shoutcasters
, 83n1

Slam Dunk
, 86–87

Sociocultural

foundation
, 7

theories of learning
, 8

Space Invaders
, 36

Super Mario Bros.
, 23–24, 28

Super Smash Bros. Brawl
, 25–26, 30–31, 67, 70

Teen Area
, 44, 46–47, 50, 67, 85–86

Teen Room
, 53–54

Time, opportunity, or turns remaining
, 23–31

Tracing player involvement
, 87–90

Transformative play
, 15

Uncharted
, 29–30

Videogame(s)

consoles
, 3, 48, 50–51, 53–57, 59, 68, 102, 104, 109, 119

hardware
, 3–4, 50, 59, 83, 109, 119

ratings
, 51

Virtual reality
, 14

Visual representation
, 91

Weapons
, 28–29

Wipeout
, 17, 68

World Health Organization (WHO)
, 5n3