Crash Course in Gaming
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- Taschenbuch
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Form:Einzelkauf Download
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Sprache:Englisch
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eBook Format:ePUB
- PDF Fr. 46.90
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Fr. 46.90
inkl. gesetzl. MwSt.Beschreibung
Produktdetails
Format
ePUB
Kopierschutz
Ja
Family Sharing
Nein
Text-to-Speech
Ja
Altersempfehlung
ab 7 Jahr(e)
Erscheinungsdatum
25.11.2013
Verlag
Bloomsbury eBooks USSeitenzahl
140 (Printausgabe)
Auflage
1. Auflage
Sprache
Englisch
EAN
9798216067177
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.
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.
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