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The Literature on Video Games (August 2022): Playing at the Library

By William McNelis

Playing at the Library

Libraries can certainly encourage critical exploration of video gaming, in part by keeping tabs on the ever growing literature—such as that discussed in this essay—but also by proposing activities that encourage the use of games as tools for education, community building, and creative expression. Those wishing to explore the role of games in libraries and to develop activities and programs based on video games may wish to start with Scott Nicholson’s Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages. Although video games are often thought of as solitary entertainment, Nicholson presents models for using a variety of games for active, engaging events and he addresses the purpose, assessment, and cost of events surrounding video games. The book was published more than ten years ago, so some of Nicholson’s examples are outdated, but replacing some of the author’s game suggestions with more recent options would not be difficult. Some good recent options, and some ready-to-go activities, can be found in 52 Ready-to-Use Gaming Programs for Libraries, edited by Ellyssa Kroski. This presents options for educational activities using familiar games, social activities such as leagues and gaming conventions, and encouraging library users to participate in game creation and modification. Finally, numerous museums and archives host collections of game research and even physical hardware. The archives of the Strong Museum, discussed early on in this essay, and of many other collections, are valuable sources of primary research on the history and design of video games.

Works Cited