Wednesday, October 27, 2010

Annotated Bibliography of a Related Topic

  1. Suellen S. Adams, “The case for video games in libraries,” Library Review 58, no. 3 (2009): 196. 

Suellen Adams explores the idea of having libraries including actual video game services along with its service of providing literary material. Adams goes on to define the purposes of libraries and explains what video games can bring to a library and how they can fit in to and support a scholarly atmosphere. She uses some general knowledge of trends with video games and facts from the nature and effects of playing video games to help form her main points and explain them. 
Adams argues for gaming and for gamers that video games are constructive and do not waste time because they require the player solve problems, complete puzzles, reflect, and in general, process lots of game elements going on simultaneously. She explains that reading is involved and in some games, essential to its game play. Adams also mentions that video games in libraries will foster tight-knit communities at a library and that not just young adults can play, but elders as well. Holding tournaments or the standard just-for-fun service of video games at the library are great social environments. Plus, video games "level the playing field" for those who cannot access this technology and develop computer skills to become skilled in the realm of our high-tech state. Lastly, Adams provides different scenarios and brainstorms on video game programs that a library could use to support its learning and social environment. 
The ideas provided by Adams are certainly relevant to an aspiring librarian, current librarians, and for those interested in video games. Being that we are in the seemingly ever-advancing digital age, this essay is completely relevant and although video games in libraries do exist, to have this become widespread so that games in libraries is normal would be another luxury and resource of information. 

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