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Gaming in Academic Libraries

BOOK · 2008 · 248 pages · By Amy Harris, Scott E. Rice

Computers
Synopsis

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.

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