"I met a parent at a gaming workshop who was happy that her son was now coming to the library. And that she was happy that the library was trying something new to reach kids who normally wouldn’t come to the library."
New York Public Library
Bibliography of Resources to Support Gaming in Libraries
The following is an assortment of resources connected to gaming in libraries, organized by type. You may also be interested in Books for Gamers.
New York Public Library. Jefferson Market #3: Gaming Rocks. August 14, 2008. available on iTunes.
Nicholson, Scott. (2007). Board Games With Scott. www.boardgameswithscott.com/. January 5, 2009.
Videocast of tabletop game reviews: how to play, why it's great, and how to use it in a variety of gaming experiences.
Square One Podcast. http://squareonepodcast.com/. February 25, 2009.
Ony four episdes, but they are an excellent introduction to role-playing games.
A blog, from web log, is a web site with periodically updated posts in chronological order (most recent to least recent), and opportunity for readers to comment on posts, creating dialogue. These can usually be subscribed to via an RSS feed. Blogs feature important voices in the gaming in libraries conversation.
AADL-GT. Ann Arbor District Library. www.aadl.org/aadlgt. January 5, 2009.
Library blog focused on gaming events at
Ann Arbor District Library.
Beck, Bob. World of Warcraft at the Library. librarywow.blogspot.com/. January 29, 2009.
Chronicles the experiences of getting a World of Warcraft gaming program started at the Little Rock (AR) Public Library.
Carter, David S. Eaten by a Grue. http://libgames.blogspot.com/. January 28, 2009.
Chronicles the process of creating an videogame archival collection at University of Michigan.
Eye 4 You Alliance Island Blog. PLCMC. eye4youalliance.youthtech.info.
Provides an overview of various activities on the Eye4You Alliance Island in Teen Second Life.
Board Game News. www.boardgamenews.com. January 5, 2009.
Covers gaming news and reviews of designed board and card games.
Board Game Studies. www.boardgamestudies.info/studies/. January 5, 2009.
This international journal covers historical and current board, dice, card and other tabletop games.
Brady Games. DK Publishing, 2009. www.bradygames.com. January 22, 2009.
Brady Games publishes strategy guides developed from a template and custom-tailored to the look and feel of each game title.Online guides cost from $9.99-$19.99; print guides cost $9.99-$34.99.
Castaldi, Chris. Discover Gaming. www.discoveringgame.com/. January 26, 2009.
Learning modules on history of games and game design principles include links to video, slides and discussion forums.
Cincinatti Children's Hospital Developmental and Behavioral Pediatrics Toy Library. 2008. January 27, 2009. www.cincinnatichildrens.org/visit/facilities/libraries/toy-library.htm.
Lends toys and educational software to parents and teachers at no cost. Collection includes adaptive, switch-operated toys for children with disabilities such as vision impairment, coordination problems, attention issues, developmental disabilities, and limited motor ability.
Geocaching.com. Groundspeak, 2009. www.geocaching.com. February 4, 2009.
The official Global GPS Cache Hunt Site, with information about seeking and finding hidden caches, finding local geocachers, and more.
GPSeeker. GPSeeker, 2009. www.gpseeker.com/Home_Page.html. February 4, 2009.
A Charlotte NC organization that offers coaching on how to set up a geocaching program.
Hutchinson, David. Playing to Learn. www.playingtolearn.org/. January 5, 2009.
Suggestions for incorporating videogames into curriculum without playing any games.
ICT Digital Literacy Portal. Lempster Group, 2008. www.ictliteracy.info/. January 27, 2009.
This website represents a global partnership among leading business, education, and public policy stakeholders to promote universal ICT Digital Literacy.
Industry Facts. ESA. 2008. www.theesa.com/facts/. January 5, 2009.
Statistics about who plays games and the gaming industry, useful in creating talking points about videogames.
International Visual Literacy Association. www.ivla.org/. January 27, 20o9.
An organization dedicated to research study and publication of visual literacy.
ISTE. National Education Technology Literacy Standards. ISTE, 2009. www.iste.org/AM/Template.cfm?Section=NETS. January 27, 2009.
Standards to test proficiency, knowledge, skills, and attitudes needed to succeed in today’s Digital Age.
Joystiq. www.joystiq.com/. January 5, 2009.
The premiere clearinghouse site for the videogame industry, reporting on news, research and trends.
LanParty.com. IGN, 1996. www.lanparty.com/. January 29, 2009.
Resource for planning Local Area Network (LAN) parties, using library computers or computers provided by patrons.
Location in Education Program. Geospatial Information & Technology Association. GIT, 2009. www.gita.org/gita-in-action/location_in_edu.asp. February 4, 2009.
Lends out GPS units, which are used for geocaching, to organizations such as schools and libraries.
National Gaming Day. http://www.ilovelibraries.org/gaming/. January 5, 2009.
Resources for celebrating NGD.
National Science Digital Library. NSDL Science Literacy Maps. The National Science Digital Library, 2009. strandmaps.nsdl.org/. January 27, 2009.
Tools for teachers and students to find resources that relate to specific science and math concepts.
NCTE. The NCTE Definition of 21st Century Literacies. NCTE, 2008. www.ncte.org/positions/statements/21stcentdefinition.
January 27, 2009.
The National Council of Teachers of English position statement on 21st century literacy includes technlogy proficiency and working with multimedia among other skills.
NoodleTools on 21st Century Literacy. Noodle Tools, 2008. www.noodletools.com/debbie/literacies/. January 27, 2009.
overview of skills needed to locate, retrieve, assess and use information.
Official Guitar Hero website. Red Octane, 2009. www.guitarhero.com. January 15, 2009.
This support website for the popular music videogame franchise Guitar Hero features playlists, cheat code, an events calendar, merchandise and more.
Partnership for 21st Century Learning. Partnership for 21st Century Learning, 2008. www.21stcenturyskills.org/. January 27, 2009.
This organization offers a unified, collective vision for 21st century learning that can be used to strengthen American education.
Pittsburgh Toy Lending Library. www.pghtoys.com. January 27, 2009.
A variety of membership types are offered, for a fee; collection includes over 300 toys.
Prima Games. Prima Games, 2009. www.primagames.com. January 22, 2009.
Prima Games is the world's leading publisher of videogame strategy guides with over 500 titles available. Online guides cost from $6.99-$24.99; print guides cost $19.99-$24.99.
Print Your Brackets. Print Your Brackets.com, 2009. www.printyourbrackets.com. February 20, 2009.
Create printable brackets for gaming tournaments.
Schwarzwalder, Jami. The Mario Brothers Memorial Public Library. www.mbmpl.org/. January 5, 2009.
Core collections for board & videogames, sample policies.
Teen Second Life. Linden Lab, 2004. teen.secondlife.com/. Feburary 4, 2009.
3-D digital multiuser virtual environment for teens ages 13-17.
Terra Libris. www.theescapist.com/library/. February 25, 2009.
The purpose of this project is to promote and raise awareness of library projects that incorporate role-playing games. The project aims to provide resources, ideas, and networking for librarians and volunteers who would like to host role-playing progams at their library.
Rice, Scott. Willing to Learn and Play: A Survey of Gaming in Academic Libraries. http://docs.google.com/Present?docid=ddpqwm8n_54xt8326fh. January 5, 2009.
case studies and information about the ways in which academic libraries are incorporating gaming into their institutions by developing gaming collections, using games as marketing/outreach and using games to teach information literacy.
Robertson, Michael. Digital Gaming in Library Instruction. GLLS, 2008. www.box.net/shared/zaflbzppbc. January 5, 2009.
Focuses on a pilot study conducted at The University of North Texas wherein 42 participants ranked according to preference five technology-based delivery methods, including a digital game-like 3-D interface, utilized to facilitate two forms of library instruction.
Snow, Cason. Dragons in the Stacks: Fantasy Role Playing Games in Libraries. GLLS 2008. www.slideshare.net/casonsnow/ala-tech-source-dragons-presentation/. January 5, 2009.
Provide an overview of the history of table top fantasy role playing games, examine different methods of acquisition of fantasy role playing games and provide a short list of games to start a collection with.
Anderson, Craig. “Violent Video Games: The Myths, the Facts, and Unanswered Questions.” APA. www.apa.org/science/psa/sb-anderson.html. October 14, 2008.
Discussion of concerns about violence in videogames.
Jenkins, Henry. “Reality Bytes: Eight Myths About Video Games Debunked.” The Video Game Revolution. PBS. www.pbs.org/kcts/videogamerevolution/impact/myths.html. January 5, 2009.
Resource for creating talking points about gaming and libraries, and addressing parent/patron/staff concerns about perceived negatives of gaming.
Lancaster, John. "Is It Art?" London Review of Books. January 2009. www.lrb.co.uk/v31/n01/lanc01_.html. January 5, 2009.
Makes an argument that videogames are a medium whose importance and cultural ubiquity should be equivalent to that of film or television.
Nicholson, Scott. "Finish your games so you can start your schoolwork: A look at gaming in school libraries." librarygamelab.org/gamesschoolwork.pdf. Library Media Connection 26(5), 52-55. February 10, 2009.
Nicholson, Scott. (Forthcoming). "Go Back to Start: Gathering Baseline Data about Gaming in Libraries." Library Review. Preprint available at librarygamelab.org/backtostart.pdf. February 10, 2009.
Nicholson, S. (2008). "Modern Board Games: It’s not A Monopoly Any More." Library Technology Reports 44(3). 8-10, 38-39.
Discusses characteristics of modern board games, provides an annotated list of titles for purchase, and suggests ways to use board games in libraries.
Scordato, Julie. “Gaming as a Library Service." Public Libraries. January/February 2009.
Snow, Cason. "Dragons in the stacks: an introduction to role-playing games and their value to libraries." Collection Building vol. 27 issue 2. 2008.
Squire, Kurt and Constance Steinkuehler. “Meet the Gamers: They Research, Teach, Learn, and Collaborate. So far, without libraries.” Library Journal, April 15, 2005 v130 i7 p38(4). www.libraryjournal.com/article/CA516033.html. April 14, 2008.
Persuasive article on serving gamers.
Taylor, Bryan. "Summary of Effort and Result for the Carvers Bay Digital Arts Experience." Webjuction. January 7, 2008. www.webjunction.org/programming-and-outreach-for-young-adults/articles/content/454476. January 5, 2009.
Coverage of The Carvers Bay Digital Arts Experience, a 12-week course designed to expose middle school students to the basic concepts and skills required to complete digitally oriented audiovisual projects.
Trejbal, Christian. "Playing Games at the Library". The Roanoke Times, November 23, 2008. www.roanoke.com/editorials/trejbal/wb/185187. January 5, 2009.
Observational article about National Gaming Day 2008 at the Christiansburg Library.
Vasquez, Vivian (2003). “What Pokémon Can Teach Us about Learning and Literacy.” www.curriculum.org/secretariat/files/Nov29Pokemon.pdf. January 29, 2009.
Describes how Pokémon operates within various mediums and requires strong texual and visual literacy skills to succeed.
Kaiser Foundation. Kids and Media @ the New Millennium. 2008 www.kff.org/entmedia/1535-index.cfm. January 27, 2009.
national public study on media and health. Findings include that parents do not exercise much control over their children's media diets; only 5% of children spend an hour or day a less with media, most use multiple forms of media at a time--and most kids still read for fun.
Library GameLab. www.gamelab.syr.edu. January 5, 2009.
A research laboratory at the Information Institute of Syracuse, where they can replicate the gaming programs currently put on in libraries and explore new program ideas.
The Escapist Magazine. www.escapistmagazine.com. January 5, 2009.
Printed online every Tuesday, covering many aspects of the videogame industry and gaming culture. January 5, 2009.
Games Magazine. Kappa Publishing Group. www.gamesmagazine-online.com/. January 5, 2009.
For creative minds at play. Includes puzzles and games, plus reviews tabletop games and videogames, and bestows a Game of the Year award.
Game Studies: The International Journal of Computer Game Research. http://gamestudies.org/. January 5, 2009.
Focus is aesthetic, cultural and communicative aspects of computer games.
The following books on gaming and gaming culture may be of interest to library collections. *Starred titles* are solely professional development titles for librarians; other titles could also be used as circulating copies for patrons.
Balkin, Jack and Beth Noveck. The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society). New York: NYU Press, 2006.
Essays about virtual worlds.
Bartle, Richard. Designing Virtual Worlds. New Riders Games, 2003.
Covers virtual world design.
Bates, Bob. Game Developer's Market Guide. Course Technology PTR, 2003.
Publisher profiles for designers , programmers and others seeking employement in the videogame industry.
Beck, John C. and Mitchell Wade. The Kids Are Alright: How the Gamer Generation is Changing The Workplace. Cambridge, MA: Harvard Business School Press, 2004.
Research on how gamers think & act differently than their boomer-aged business colleagues.
Castronova, Edward. Synthetic Worlds: The Business and Culture of Online Games. University Of Chicago Press, 2005.
An examination of virtual economies.
Cassell, Justine and Henry Jenkins (Eds). From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge: MIT Pres, 1999.
Essays on gender and gaming.
Czarnecki, Kelly. Gaming in Libraries. Neal-Schuman, 2009. forthcoming
Cuban, Sondra & Larry Cuban. *Partners in Literacy. ALA Editions, 2007.
How to get literacy programs started at your library. Sections on partnerships and assessment are of particular interest.
Chaplin, Heather and Aaron Ruby. Smartbomb : The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution. Algonquin Books, 2005.
History of the videogame economy.
Compton, Shanna. Gamers: Writers, Artists and Programmers on the Pleasures of Pixels. Soft Skull Press, 2004.
Essays on gaming.
Cooper, Robbie, Tracy Spaight, and Julian Dibbell. Alter Ego: Avatars and Their Creators. Chris Boot, 2007.
DeMaria, Rusel and Johnny Lee Wilson. High Score! The Illustrated History of Electronic Games. New York: McGraw-Hill Osborne Media, 2002.
A glossy, visual timeline of video game industry.
* Farmer, Lesley. Teen Girls and Technology. Chicago: ALA Editions, 2008.
Focus on girls and computers and other technology.
Fine, Gary Alan. Shared Fantasy: Role Playing Games as Social Worlds. University Of Chicago Press, 2002.
Ford, Jerry Lee. Scratch Programming for Teens. Boston: Course Technology PTR, 2008.
Book on using Scratch for videogame programming with teens.
Freeman, David. Creating Emotion in Games: the Craft and Art of Emotioneering. New Riders Games, 2003.
Focuses on techniques to bring emotional depth to videogame characters.
* Gallaway, Beth. Game On! Gaming at the Library. New York: Neal Schuman, 2009.
Covers advocacy and how to for providing services to teenage gamers at the library.
Garrelts. Nate. Digital Gameplay: Essays on the Nexus of Game and Gamer. McFarland & Company, 2005.
Essays on digital gaming.
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave McMillan, 2003.
Examples of learning principles gleaned from playing videogames.
Gladwell, Malcolm. The Tipping Point: How Little Things Can Make a Big Difference. Boston: Little, Brown, 2000.
Resource on developing allies.
Glassner, Andrew. Interactive Storytelling: Techniques for 21st Century Fiction. AK Peters, 2004.
Guide to writing for videogames.
Hallford, Neal. Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development)
Course Technology PTR, 2001.
Harris, Amy. *Gaming in Academic Libraries: Collections, Marketing, and Information Literacy. Chicago: ACRL, 2008.
A collection of best practices of gaming in academic libraries.
Honnold, Rosemary. Get Connected: Tech Programs for Teens. Neal-Schuman, 2007.
Best practices in tech programs for teens.
Hutchinson, David. Playing to Learn: Video Games in the Classroom. Teacher Ideas Press/Libraries Unlimited, 2007.
Classroom activities related to gaming that do not include actual game play.
Isbiste, Katherine. Better Game Characters by Design: A Psychological Approach. Morgan Kaufmann, 2006.
Uses Psych 101 as a lens to view and create memorable game characters.
Jenkins, Henry. Fans, Bloggers, and Gamers: Exploring Participatory Culture (title also noted as Fans, Bloggers, and Gamers: Media Consumers in a Digital Age). New York: NYU Press, 2007.
Jennings, Scott. Massively Multiplayer Games For Dummies. For Dummies, 2005.
Johnson, Steven. Everything Bad is Good for You: How Today’s Pop Culture is Actually Making Us Smarter. New York: Riverhead, 2005.
Shows how multimedia/multiple storylines develop new parts of the brain.
Juul, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge MA: MIT Press, 2005.
Aspects of game design.
Kelly, Richard V. Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience. McFarland & Company, 2004.
Covers the evolution of virtual worlds, and the psychology of those who play in them.
King, Brad and John Borland. Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic. New York: McGraw-Hill Osborne Media, 2003.
History of videogames.
Kushner, David. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. New York: Random House, 2003.
Biography of the founders of id software, responsible for Castle Wolfenstein, Doom and other popular videogames.
Kutner, Lawrence & Cheryl Olson. Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. New York: Simon & Schuster, 2008.
Results of a study on the effects of videogame violence with young teenagers.
Levine, Jenny. *"Gaming In Libraries: Intersection of Services." Library Technology Reports, 42:5. Chicago: ALATechsource, 2006.
Advances the concept of games in libraries, GLLS proceedings.
Levine, Jenny. *"Gaming and Libraries Update: Broadening the Intersections." Library Technology Reports, 44:3. Chicago: ALAT echsource, 2008.
Update to the 2006 Library Technology Report, Gaming In Libraries.
Marx, Christy. Writing for Animation, Comics and Games. Focal Press, 2006.
Mayer Brian & Christopher Harris. Libraries Got Game: Aligned Learning though Modern Board Games (ALA Editions, 2009).
Highlights the value that games bring as a resource for connecting students with the curriculum, provides guidance for advocacy add most importantly, we look at how games align to both library and information skills as well as curricular standards. Includes a lists of recommended titles by grade (elementary, middle and high).
Neiburger, Eli. *Gamers...at the Library?: The Why, What & How of Video Game Tournaments for All Ages. Chicago: ALA Editions, 2007.
Definitive guide to gaming tournaments.
Newitz, Annalee and Charlie Anders. She's Such a Geek: Women Write About Science, Technology, and Other Nerdy Stuff. Seal Press, 2006.
Overmars, Mark. The Game Maker's Apprentice. New York: Apress, 2006.
Game design resource.
Pierce, Jennifer Burek. *Sex, Brains & Video Games: The Librarian's Guide to Teens in the Twenty-First Century. Chicago: ALA Editions, 2007.
Snapshot of growing up in USA in the new millennium; brain development focus.
Porter, Bernajean. DigiTales: The Art of Telling Digital Stories for the Class. Sedalia, CO: bjpconsulting, 2005.
Covers aspects of digital storytelling.
Prensky, Mark. Digital Game-Based Learning. McGraw Hill, 2004.
Application of videogames and multimedia productivy softwares to education.
Prensky, Mark. Don’t Bother Me, Mom—I’m Learning! St. Paul, MN: Paragon House Publishers, 2006.
An argument for videogames in education.
Salen, Katie and Eric Zimmerman. The Game Design Reader: A Rules of Play Anthology. Cambridge MA: MIT Press, 2005.
Essays on game design.
Schroeder, Ralph and Ann-Sofie Axelsson. Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (Computer Supported Cooperative Work). Springer, 2006.
Overview of practical applications of MUVEs.
Salen, Katie and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press, 2003.
Engaging textbook of game theory, criticism, and design
Swamy, Nanu and Naveena Swamy. Basic Game Design & Creation for Fun & Learning. Hingham, MA: Charles River Media, 2006.
Game design book.
Steinmetz, William. LAN Party: Hosting the Ultimate Fragfest. Indianapolis, IN: Wiley, 2004.
Nuts & bolts on using your local are network to host computer gaming events.
Tapscott, Don. Growing Up Digital: The Rise of the Net Generation. New York: McGraw Hill, 1999.
Discussion of 'net generation/millennial generation.
Tapscott, Don. Grown Up Digital: The Rise of the Net Generation. New York: McGraw Hill, 2008.
Discussion of 'net generation/millennial generation.
Taylor, T. L. Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: MIT Press, 2006.
Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster, 2007.
Sociology book about perceptions of self, online.
Tyre, Peg. The Trouble with Boys: A Surprising Report Card on Our Sons, Their Problems at School, and what parents and educators must do. New York: Crown, 2008.
Discusses anti-violence paranoia and the value in letting young men engage with fantasy aggression themed media.
Williams, J. Patrick, Sean Q. Hendricks, and W. Keith Winkler. Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games. McFarland, 2006.
*Starred titles are solely professional development titles for librarians; other titles could also be used as circulating copies for patrons.