2014
DOI: 10.1016/j.acalib.2014.06.009
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A Literature Review of How Videogames Are Assessed in Library and Information Science and Beyond

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Cited by 8 publications
(4 citation statements)
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“…Incorporating ratings would allow the libraries to determine the age groups and categories of users who can use or borrow the video games. It will also allow the libraries to select the materials suitable for the library audience and avoid games and literature that might not be suitable for the library users as the library should consider many issues while selecting video games as educational value, cultural and historical value and content (Robson et al , 2020; Brown, 2014). Moreover, adding ratings in the classification numbers would allow rearranging materials based on the rating and help separate and organize games and other collections based on the suitability of these collections.…”
Section: Recommendationsmentioning
confidence: 99%
“…Incorporating ratings would allow the libraries to determine the age groups and categories of users who can use or borrow the video games. It will also allow the libraries to select the materials suitable for the library audience and avoid games and literature that might not be suitable for the library users as the library should consider many issues while selecting video games as educational value, cultural and historical value and content (Robson et al , 2020; Brown, 2014). Moreover, adding ratings in the classification numbers would allow rearranging materials based on the rating and help separate and organize games and other collections based on the suitability of these collections.…”
Section: Recommendationsmentioning
confidence: 99%
“…Perhaps the most far-reaching initiative in this area is the OLAC Video Game Vocabulary which includes sixty-six genre terms and guidelines for their application (Online Audiovisual Catalogers, Inc., 2019). Assessment Brown (2014) has provided several reasons for assessing video games in libraries. First, librarians should be able to provide evidence to prove that video games and gaming programs have educational value.…”
Section: Catalogingmentioning
confidence: 99%
“…As games and gaming technologies have been integrated into classrooms and labs, the use of video games and gaming programs are on the rise in academic libraries. Brown (2014) points out, though, that "[i]f gaming is going to continue to grow, however, implementation must be accompanied with equal attention devoted to assessment and measurement in order to understand the impact games are having on library spaces." Assessment can encompass a variety of factors including, but not limited to, the ways in which video games and related materials are being used, the informations needs of gaming students and user behavior, best practices, and more.…”
Section: Assessment and Future Directionsmentioning
confidence: 99%
“…In his review of the literature related to video games and assessment, Brown (2014) identifies four broad perspectives on the assessment of video games and gaming: program-centric, eventcentric, game-centric, and player-centric. The assessment studies featured in Brown's literature review seek to answer a variety of questions regarding the use of the collections, their impact on users, and the information literacy skills of gamers.…”
Section: Assessment and Future Directionsmentioning
confidence: 99%