Gaming in academic libraries

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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.
Audio-visual aidsSpecial collectionsStudy and teaching (Higher)Public relationsMarketingElectronic gamesLibrariesLibrary orientation for college studentsCollection developmentInformation literacyAcademic librariesCase studies