Advances in Library and Information Science - Integrating Video Game Research and Practice in Library and Information Science
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9781466681750, 9781466681767

Being able to integrate video games into a library is more easily said than done. There are many different ways to do it and many different behind-the-scenes activities that need to be thought of before embarking on a video game project. Collection development is of primary concern before any programs can be thought of because without a collection related to video games (or the games themselves) there can be no programs. There must also be good planning for how the video games are used because of the many varieties of games as well as the different ways in which they can be used and the different environments they can be used in. Plan well so that the video games can effectively help the library and audience that needs them. This chapter further explores libraries and video games.


Keyword(s):  

Video games and players come in a variety of different forms, but are usually lumped together in a single group of “gamers” or “games.” This is a shortsighted view, especially in regards to research. Video games and players must be discussed in as much depth as possible to provide a foundation for being able to have a discussion about anything involving video games or the people that play them. The way video games are currently talked about needs to be observed and understood so that it can be improved. That way, individuals that play different kinds of games can be understood as more than just “gamers,” and the games they play can be understood for all of the nuance that they have.


Libraries are more than just keepers of books and historical records; they are places to obtain information, to learn, and to experience a community. There is a history of games being in libraries, especially public libraries, and video games contribute more to libraries than just being there for patrons. Video games are an opportunity for education and literacy within the library environment, and it is important for libraries and librarians to understand this relationship so that video games can be used in the most effective way possible to help users in the best way possible. To make sure this happens, there must be a solid foundation for video games and how they are used in the mission of the program. This chapter explores video games and libraries.


Library and Information Science (LIS) can sometimes be solely focused on libraries, but information science is also important for providing information for video games. Information science helps to provide the understanding of the different information behaviors that exists within video games, by individuals, by groups, and also how information outside of video games can contribute to video game culture and community. Much of the research that already exists within information science can already help with video games; it is just a matter of understanding what applies and where. Video games are made up of information; making sure that the information is being portrayed in the best way possible for the players is a way that information professionals can help the video game world. This chapter explores gaming and information behavior.


Video games do not exist in a vacuum; they influence and are influenced by many other factors. The factors that involve individuals or smaller groups have already been discussed, but there are many other issues that exist in society at large that impact video games or that video games impact. Two of the largest issues are how video games and violence affect each other, and how video games can be addicting, similar to gambling addiction. These and other issues regarding how video games try to interact within society as a whole are discussed in this chapter.


Video games are being used as a tool that can help many different health issues. This is not limited to the idea of using a Nintendo Wii as a way to promote physical activity; that is actually the least common use of video games related to health. Video games are being researched for how they can help many different mental health issues, including ADHD and Autism Spectrum Disorders. More than anything, the research is trying to understand the different ways that video games can affect the different cognitive processes that humans have, and how that matters to the medical and health community. This chapter explores video games and health.


Video games are made of information and have many different layers of behavior that exist within their systems to make sure the player is experiencing the game how the designer intends. To make sure that the designer is fully communicating the game to the player there must be many different steps to creating the game in a user-centered way. There must be planning for the game so that as many pitfall as possible are avoided, and testing must occur during all of these phases so that the game mechanics that the designer is using in the system(s) are being communicated effectively. This chapter explores gaming and user-centered design.


Libraries are not the only place that individuals can acquire education, especially children, and they are not the only places that are using video games. Video games are seen as a powerful tool for use with education: in a classroom setting, at home, or in many other different scenarios. It is important to understand the different nuances of video games to be able to use them effectively for education. The type of video game, the individuals being educated with them, the topic being taught, and the setting in which they are used are all important to take into account when thinking about video games and how they can be used in relation to education. This chapter explores education and video games.


Video games do not live in a bubble of just the game, they also exist within the larger society, and because of that existence within society, there is a connection with different governments. The largest connection that video games have with government is through copyright protection, as is afforded to other pieces of media and art. Along with this comes talk of censorship and labeling. Video games are also moving into new realms of connection with governments with the rise of eSports. South Korea is one of the most influential when it comes to connection between governments and video games, passing many different laws and having different policies that are connected to video games. This chapter explores video games and government.


Communication for video game players is not one dimensional. It exists within video games of course, but that in itself is extremely complicated: textual communication, UI communication with other players, and even built in voice chat with other players makes communication complicated. All of this becomes even more important to study and understand when the information environment, and how video game players as a subculture communicate, is understood. It is important to understand the context in which players communicate as well as understand the nuances of the communication that is occurring. This chapter explores video game communication.


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