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Cours intensif dans le livre de poche de jeu Suellen S. Adams
Free US Delivery | ISBN:161069046X
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“Former library book; may include library markings. Used book that is in clean, average condition ”... En savoir plussur l'état
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Expédition :
Lieu : Mishawaka, Indiana, États-Unis
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Livraison prévue entre le sam. 15 juin et le mar. 18 juin à 43230
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Numéro de l'objet eBay :276468773603
Dernière mise à jour : juin 12, 2024 15:39:37 HAEAfficher toutes les modificationsAfficher toutes les modifications
Caractéristiques de l'objet
- État
- Bon
- Remarques du vendeur
- Features
- EX-LIBRARY
- Book Title
- Crash Course in Gaming Paperback Suellen S. Adams
- ISBN
- 9781610690461
- Subject Area
- Games & Activities, Language Arts & Disciplines
- Publication Name
- Crash Course in Gaming
- Item Length
- 11 in
- Publisher
- Bloomsbury Publishing USA
- Subject
- Library & Information Science / General, Video & Electronic, Library & Information Science / Cataloging & Classification
- Series
- Crash Course Ser.
- Publication Year
- 2013
- Type
- Textbook
- Format
- Trade Paperback
- Language
- English
- Item Height
- 0.3 in
- Item Width
- 8.5 in
- Item Weight
- 12.2 Oz
- Number of Pages
- 140 Pages
À propos de ce produit
Product Information
Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century--all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can--and should--do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.
Product Identifiers
Publisher
Bloomsbury Publishing USA
ISBN-10
161069046x
ISBN-13
9781610690461
eBay Product ID (ePID)
3038434995
Product Key Features
Publication Name
Crash Course in Gaming
Format
Trade Paperback
Language
English
Subject
Library & Information Science / General, Video & Electronic, Library & Information Science / Cataloging & Classification
Series
Crash Course Ser.
Publication Year
2013
Type
Textbook
Subject Area
Games & Activities, Language Arts & Disciplines
Number of Pages
140 Pages
Dimensions
Item Length
11 in
Item Height
0.3 in
Item Width
8.5 in
Item Weight
12.2 Oz
Additional Product Features
LCCN
2013-031465
Number of Volumes
1 Vol.
Lc Classification Number
Gv1469.3.A28 2013
Reviews
"A balanced reading list of professional materials and a short list of picture books are appended. The book is comprehensive, yet centered on the essential elements of this aspect of the profession." -- School Library Journal " Crash Course in Gaming truly presents the reader with a comprehensive overview of how to build a gaming program into their library--one that will not only be a hit with young adults but also with adults, seniors, and other special populations. . . . This text could easily be used by the inexperienced librarian starting their first gaming program and at $35 is a great deal." -- ARBA, " Crash Course in Gaming truly presents the reader with a comprehensive overview of how to build a gaming program into their library-one that will not only be a hit with young adults but also with adults, seniors, and other special populations. . . . This text could easily be used by the inexperienced librarian starting their first gaming program and at $35 is a great deal." - ARBA
Table of Content
Introduction Chapter 1--Why Video Games Anyway? Overall Concerns about Gaming Video Games Are Violent or Contain Inappropriate Sexual Content Video Games Promote Antisocial Behavior and Social Ineptitude Video Games Are Mere Entertainment and Will Take Away from Literacy Video Gaming in the Library Will Be Disruptive Why Video Games and Video Game Programs Make Sense Attracting New Users Entertainment Educational Value Social Focus Leveling the Field Positive Impact on Other Services Ways of Including Gaming Circulation Programming Chapter 2--Game Genres, Gaming Systems, and Gamers Adventure Role-Playing Simulation Strategy Platform Shooter Fighting Puzzle Games Physical Games Traditional Game Systems Computer Consoles Mobile/Handheld Systems Types of Gamers Hard-Core Gamer Casual Gamer Mid-Core Gamer Sportsman Sim Player Role Player Competitive Gamer The Retro Gamer Making Choices Chapter 3--Circulation of Games Concerns What to Collect Elements of a Great Game Collection Policy Review Sources Tradition Library Sources Print Sources Online Sources IGN The Escapist Magazine Game Gamepeople Game Informer GameSpot GameSpy Common Sense Media Edutaining Kids SuperKids 1-Up G4TV GamePro Giant Bomb JoyStiq Metacritc Game Reviews Gamasutra Classic Gaming Awards Academy of Interactive Arts and Sciences (AIAS) Game of the Year Awards GameSpot Game of the Year Spike Video Game Awards Game Developers Choice Awards Parents'' Choice Small Screen Awards e3 Game Critics Award The British Academy of Film and Television Arts (BAFTA) GameSpy''s Game of the Year Awards Family Gamer Awards Kids at Play Interactive (KAPi) Awards Other Ways to Make Selections Core Collections Social Games Narrative Games "Physical" Games Knowledge Games Strategy Games What Else to Collect Vendors Expense Theft Marketing the Collection Loan Period and Penalties Collection Maintenance and Weeding Cataloging Tips Conclusion Chapter 4--In-Library Gaming Programs Young Adult Programs Open Gaming Gaming Clubs Incentive Programs After-Hours Game Nights and LAN Parties Gaming Tournaments Themed Events and Parties Adult Programs Elder Programs Partnering with Other Organizations and Facilities Making Video Games More Accessible to Seniors Intergenerational Programs Open Gaming Storytelling as a Function of Games Retro Game Programs Tournaments and Contests Choosing a Tournament Type Collecting Tournament Equipment Games Game Systems Extras Storage and Transportation Running the Tournament Plan Ahead Request Help from Interested Groups Be Flexible Have Fun! A Word about Programs in Other Library Settings Programs for High School Libraries Programs for Academic Libraries Chapter 5--Video Game-Related Programs Programs about Gaming Lectures and Talks Game Development Seminars Contests Game Concept Design Machinima Other Creative Pursuits Art Character Creation Writing: Poetry or Stories Storyboarding Text Adventure Club "Synergistic Reading" Club Gamers'' Movie Club Gamers'' Reading Club Adding Games and Game Information to Existing Programming Career Day Chapter 6--Tips for Starting and Conducting Successful Game Programs Starting Programs Inexpensively Marketing Evaluating Programming Appendix A Notable Games Appendix B Game-Related Movies Appendix C Books for Gamers Appendix D Sample Game Program Budget Appendix E Step-By-Step Guide for Getting Started Appendix F Evaluation References Index
Copyright Date
2014
Target Audience
Scholarly & Professional
Dewey Decimal
794.8
Dewey Edition
23
Description de l'objet du vendeur
Le vendeur assume l'entière responsabilité de cette annonce.
Numéro de l'objet eBay :276468773603
Dernière mise à jour : juin 12, 2024 15:39:37 HAEAfficher toutes les modificationsAfficher toutes les modifications
Expédition et manutention
Lieu où se trouve l'objet :
Mishawaka, Indiana, États-Unis
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Monde entier
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Évaluations comme vendeur (4 099 216)
n***a (148)- Évaluation laissée par l'acheteur.
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Love this book and being reminded about positive thinking and self assuring words! Arrived fast!
b***b (1576)- Évaluation laissée par l'acheteur.
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No problems, all went well, totally satisfied.
w***e (87)- Évaluation laissée par l'acheteur.
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The book didn't come with the cover sleeve, but the seller was very nice and accommodating to resolve the issue. Thank you for being understanding! Great customer service!