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Circulating Videogame Collections in the Academic Library

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dc.creator Bridges, Laurie
dc.creator Hussong-Christian, Uta
dc.creator Mellinger, Margaret
dc.date.accessioned 2010-07-27T00:57:01Z
dc.date.available 2010-07-27T00:57:01Z
dc.date.issued 2010-07-27T00:57:01Z
dc.identifier.uri http://hdl.handle.net/1957/17111
dc.description.abstract Research to address the question of whether OSU Libraries (OSUL) should have a circulating video game collection? Rationale for a video game collection included: A circulating video game collection could support learning, bring new users to the library, and help students make connections with their peers. Good video games are designed in ways that encourage learning, critical thinking and problem-solving. Video games are also a new field of study within computer science, new media communications, and other fields such as sociology or women studies. Arguments against collecting video games included: Shrinking collections budgets are inadequate to fund the core academic mission of the library. Video games are peripheral to that mission and there is a large collection of circulating video games at the public library. en
dc.relation.ispartofseries Research and Innovative Services Report en
dc.subject videogames en
dc.subject gaming en
dc.subject libraries en
dc.subject collections en
dc.title Circulating Videogame Collections in the Academic Library en


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