Title: Gaming in academic libraries
Description: This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.
Subjects: Audio-visual aids, Special collections, Study and teaching (Higher), Public relations, Marketing, Electronic games, Libraries, Library orientation for college students, Collection development, Information literacy, Academic libraries, Case studies