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

被引:2
|
作者
Farrell, Shannon L. [1 ]
Neeser, Amy E. [2 ]
Bishoff, Carolyn [3 ]
机构
[1] Univ Minnesota Twin Cities, Nat Resources Lib, Minneapolis, MN 55455 USA
[2] Univ Michigan, Univ Lib, Lib Res Sci & Engn, Ann Arbor, MI 48109 USA
[3] Univ Minnesota Twin Cities, Walter Lib, Minneapolis, MN USA
来源
COLLEGE & RESEARCH LIBRARIES | 2017年 / 78卷 / 05期
关键词
COLLECTIONS; LIBRARIES;
D O I
10.5860/crl.78.5.675
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
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.
引用
收藏
页码:675 / 705
页数:31
相关论文
共 50 条