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Integrating Video Game Research and Practice in Library and Information Science

Book Description

Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Scienc e brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Foreword
  6. Preface
  7. Acknowledgment
  8. Section 1: Video Games, Players, and Gaming Culture
    1. Chapter 1: A Classification of Video Games and Players
      1. ABSTRACT
      2. A CLASSIFICATION OF VIDEO GAMES AND PLAYERS
      3. GENRE OF GAMES
      4. PLATFORMS OF GAMES
      5. CLASSIFICATION OF PLAYERS
      6. TIES
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Players as People
      1. ABSTRACT
      2. GAME PLAYERS AS PEOPLE
      3. THE BARTLE TEST
      4. NICK YEE
      5. AESTHETICS OF GAMING
      6. GAMING RELATED ACTIVITES
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    3. Chapter 3: Video Game Communication
      1. ABSTRACT
      2. VIDEO GAME COMMUNICATION
      3. GAMING AS A SUBCULTURE
      4. NON-VERBAL COMMUNICATION
      5. COMMUNICATION PATTERNS TO BE PART OF A GROUP
      6. JARGON AND LINGO
      7. INFORMATION COMMUNITIES
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    4. Chapter 4: Video Games and Health
      1. ABSTRACT
      2. VIDEO GAMES AND HEALTH
      3. VIDEO GAMES AS DISTRACTION
      4. PHYSICAL ACTIVITY AND VIDEO GAMES
      5. OSTEOARTHRITIS AND STROKE
      6. ENHANCING LAPAROSCOPIC SKILLS
      7. MENTAL HEALTH
      8. ADHD
      9. AUTISM SPECTRUM DISORDERS
      10. COGNITIVE EFFECTS AND VIDEO GAMES
      11. RESULTS, GENERALIZABILITY, AND MOVING FORWARD
      12. REFERENCES
      13. KEY TERMS AND DEFINITIONS
    5. Chapter 5: Video Games and Society
      1. ABSTRACT
      2. VIDEO GAMES AND SOCIETY
      3. VIOLENCE AND VIDEO GAMES
      4. RIOT AND PLAYER BEHAVIOR
      5. WHAT IS VIDEO GAME ADDICTION?
      6. CENSORSHIP OF VIDEO GAMES
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    6. Chapter 6: Video Games and Government
      1. ABSTRACT
      2. VIDEO GAMES AND GOVERNMENT
      3. COPYRIGHT
      4. ESPORTS AND GOVERNMENTS
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
  9. Section 2: Video Games in Library and Information Science
    1. Chapter 7: Libraries and Video Games
      1. ABSTRACT
      2. LIBRARIES AND VIDEO GAMES: WHY
      3. WHY GAMES IN LIBRARIES?
      4. LITERACY AND VIDEO GAMES
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
    2. Chapter 8: Education and Video Games
      1. ABSTRACT
      2. EDUCATION AND VIDEO GAMES
      3. GENDER DIFFERENCES IN VIDEO GAME EDUCATION
      4. VIDEO GAMES CAN BE MOTIVATING
      5. EDUCATION, NOT MOTIVATION
      6. PROBLEM SOLVING
      7. VIDEO GAMES AND EDUCATION: THE DOWNSIDES
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 9: Libraries and Video Games
      1. ABSTRACT
      2. LIBRARIES AND VIDEO GAMES: THE PRACTICAL
      3. COLLECTION DEVELOPMENT OF VIDEO GAMES
      4. VIDEO GAMES IN LIBRARIES
      5. LIBRARY GAMING PROGRAMS
      6. NEXT STEPS FOR VIDEO GAMES AND LIBRARIES
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    4. Chapter 10: Gaming and Information Behavior
      1. ABSTRACT
      2. GAMING AND INFORMATION BEHAVIOR
      3. INFORMATION ACTIVITIES
      4. TEXTUAL INFORMATION IN VIDEO GAMES
      5. AUDITORY INFORMATION IN VIDEO GAMES
      6. VISUAL INFORMATION IN VIDEO GAMES
      7. SEARCHING BEHAVIOR IN VIDEO GAMES
      8. PLATFORMS OF GAMES AND DIFFERENT INFORMATION BEHAVIORS
      9. PLAYERS AND THE INFORMATION THEY NEED ABOUT GAMES
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
    5. Chapter 11: Gaming and User-Centered Design
      1. ABSTRACT
      2. GAMING AND USER CENTERED DESIGN
      3. USER-CENTERED DESIGN
      4. USER-TESTING
      5. REFERENCES
      6. KEY TERMS AND DEFINITIONS
  10. Conclusion
    1. THE DIFFERENCES IN GAMING
    2. THE INFLUENCE OF VIDEO GAMES
    3. WHERE IS THERE ROOM TO GROW?
    4. REFERENCES
  11. Related References
  12. Compilation of References
  13. About the Author