Gamification of the library space in foreign countries
https://doi.org/10.20913/1815-3186-2017-1-93-98
Abstract
About the Author
G. V. VarganovaRussian Federation
Saint-Petersburg
References
1. Varganova G. V. Bibliotekovedcheskie I informatsionnye issledovaniya v SShA [Library and information research in the USA]. Saint Petersburg, Professiya, 2002. 198 p. (In Russ.).
2. Gershunovskii B. S. Rossiya i SShA na poroge tret’ego tysyacheletiya. Opyt ekspertnogo issledovaniya rossiiskogo i amerikanskogo mentalitetov [Russia and the USA at the threshold of the third millennium: the experience of the Russian and American mentalities expert study]. Moscow, Flinta, 1999. 599 p. (In Russ.).
3. Tendryakova M. V. Igrovye miry: ot homo ludens do geimera [Game worlds: from homo ludens to gamer]. Moscow ; Saint Petersburg, Nestor–Istoriya, 2015. 224 p. (In Russ.).
4. Kheizinga I. Homo Ludens. Chelovek igrayushchii. Opyt opredeleniya igrovogo elementa kul’tury [Homo Ludens. Playing man. The experience to define gaming culture element]. Saint Petersburg, izd-vo Ivana Limbakha, 2015. 416 p. (In Russ.).
5. American Library Association. URL: http://www.ala.org (accessed 25.08.2016).
6. Becker B. Gamification of library instruction. Behavioral and social sciences librarian, 2013, 32 (3), 199–202.
7. Burek P. The reign of children: the role of games and toys in American public libraries, 1876–1925. Information and culture, 2016, 51 (30), 373–398.
8. Canadian library association. URL: http://cla.ca (accessed 14.08.2016).
9. Chartered institute of library and information professionals. URL: http://www.cilip.org.uk (accessed 14.08.2016).
10. Cleveland public library: subjects and collections. URL: http://cpl.org (accessed 14.08.2016).
11. Czamecki K. Gaming in libraries. New York. Neal–Schuman Publ., 2010. 138 p.
12. Donaldson J. History of the MI Chess Room. URL: http:// http://www.chessdryad.com/articles/mi/donaldson.htm (accessed 14.08.2016).
13. Kirsch B. A. (ed.) Essays on using play to connect and instruct. [S. l.], McFarland, 2014. 248 p.
14. Felker K. Gamification in libraries: the state of art. Reference and User Services Quarterly. 2014, 54 (2), 19–23.
15. Gallaway B. Game on! Gaming at the library. New York, Neal– Schuman Publ., 2009. 306 p.
16. Gamemaker. URL: http://www.yoyogames.com/gamemaker/ (accessed 14.08.2016).
17. Gaming in libraries course. URL: https://www.youtube.com/ user/snicholson (accessed 14.08.2016).
18. Harris A., Rice S. Gaming in academic libraries: collections, marketing, and information literacy. Chicago, Amer. Libr. Assoc., 2008. 236 p.
19. Hinebaugh J. P. A board game education. Lanham, Maryland, R&L Education, 2009. 188 p.
20. Hofer M. The games we played: the golden age of board and table games. New York, Princeton Architectural Press, 2003. 176 p.
21. Marcovitz H. Online gaming and entertainment. San Diego, Ref. point press, 2012. 96 p.
22. Martin L. Enrichment: a history of the public library in the United States in the twentieth century. Lanham, Scarecrow, 1998. 224 p.
23. Mayer B., Harris C. Libraries got game: aligned learning through modern board games. New York, ALA eds., 2010. 134 p.
24. McСann Ch. Master of pieces: the art history of jigsaw puzzles. Portland, Collectors Press Inc., 1998. 223 p.
25. National endowment for the arts. URL: https://www.arts.gov/ (accessed 23.08.2016).
26. New online workshop explores gamification. American Libraries, 2015, 46 (5), 17.
27. New York Public Library. URL: https://www.nypl.org/events/calendar (accessed 23.08.2016).
28. Nicholson S. Everyone plays at the library: creating great gaming experiences for all ages. Medford, Inform. today, 2010. 248 p.
29. Nicholson S. Playing in the past: history of games, toys, and puzzles in North American libraries. Library Quarterly, 2013, 83 (4), 341–361.
30. O’Connor C. Control the controller: understanding and resolving video games collection. Middlesex, Free Publ, ltd, 2014. 177 p.
31. Phetteplace E., Felker K. Gamification in libraries. Reference and User Services Quarterly, 2014, 54 (2). 19–23.
32. Powell A. Get in the game: encouraging play and game creation to develop new literacies in the library. Library Trends. 2013, 61 (4). 836–848.
33. Providence public library. URL http://www.provlib.org (accessed 14.08.2016).
34. Bishop J. (ed.) Psychological and social implications surrounding Internet and gaming addiction. Hershey, Inform. Sci. Ref., 2015. 335 p.
35. Robson D., Durkee P. New directions for academic video game collections: strategies for acquiring, supporting and managing online materials. Journal of Academic, 2012, 38 (2), 79–84.
36. Spina C. Gamification: is it right for your library? AALL Spectrum. 2013, 17 (6), 7–25
37. The librarian’s guide to gaming. URL: http://www.ala.org/offices/olos/toolkits/gaming (accessed 23.08.2016).
38. Werner K. Bringing them in: developing a gaming program for the library. Library Trends, 2013, 61 (4), 790–801.
39. Williams A. D. History of jigsaw puzzles: piecing together a history. New York, Penguin group, 2004. 270 p.
Review
For citations:
Varganova G.V. Gamification of the library space in foreign countries. Bibliosphere. 2017;(1):93-98. (In Russ.) https://doi.org/10.20913/1815-3186-2017-1-93-98