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Academic Uses of Video Games: A Qualitative Assessment of Research and Teaching Needs at a Large Research University.

Authors :
Farrell, Shannon L.
Neeser, Amy E.
Bishoff, Carolyn
Source :
College & Research Libraries; Jul2017, Vol. 78 Issue 5, p675-705, 31p
Publication Year :
2017

Abstract

Academic libraries develop collections and services for scholars who use video games in teaching and research. However, there are no assessments of related information and technology needs. The authors conducted 30 semistructured interviews to gather data about these needs and understand how the University of Minnesota Libraries can facilitate access to games and technology. A total of 28 interviewees used games in research, and 23 used games in teaching. We identified a variety of information and technology needs; many showed strong disciplinary trends. The findings can inform needs-based multidisciplinary strategies to develop video game services and collections relevant to unique academic communities. [ABSTRACT FROM AUTHOR]

Details

Language :
English
ISSN :
00100870
Volume :
78
Issue :
5
Database :
Complementary Index
Journal :
College & Research Libraries
Publication Type :
Academic Journal
Accession number :
124183858
Full Text :
https://doi.org/10.5860/crl.78.5.675