PROFESSIONAL READING

Crash Course in Gaming

125p. appendix. bibliog. further reading. index. Teacher Ideas Press/Libraries Unlimited. 2013. pap. $45. ISBN 9781610690461; ebk. ISBN 9781610690478. LC 2013031465.
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Librarians who are considering adding a circulating video-game collection will find guidance in this volume. It provides readers with information on evaluating video games, building a strong circulating collection, creating programming for all ages around that collection, and engaging children and teens with related literature. The book focuses on building a collection for users ages 18 and under but also notes the benefits of gaming for adults and seniors, and provides tips on how libraries can offer programs to engage users of all ages. Readers will learn about the pros and cons of gaming and how games utilize complex problem-solving, decision-making, and digital-literacy skills. The detailed chapter breakdowns allow readers to target the aspects of collection development that appeal most to them, such as "Gaming Programs," "Circulation of Games," or "Cataloging Tips." Multiple appendixes provide a detailed outlook on the landscape of game-related books and films and notable games as of the book's printing. Libraries looking for guidance on building, maintaining, and growing a successful circulating collection for gamers will find this book invaluable, as will libraries with a need to overhaul their collections.—Amy M. Laughlin, Darien Library, CT

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