
Gaming Programs for All Ages at the Library
A Practical Guide for Librarians
Tom Bruno(Author)
Rowman & Littlefield Publishers
Published on 20. June 2018
Book
Paperback/Softback
160 pages
978-1-5381-0820-8 (ISBN)
Description
Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive!
Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including:
how to make the case for library gaming with your administration, how to acquire and loan gaming materials (whether or not you have the budget for them!),how to publicize your library gaming programming, and how to incorporate other library units into the gaming experience.
Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you'll also learn about promotion, assessment, and experiential learning opportunities
Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including:
how to make the case for library gaming with your administration, how to acquire and loan gaming materials (whether or not you have the budget for them!),how to publicize your library gaming programming, and how to incorporate other library units into the gaming experience.
Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you'll also learn about promotion, assessment, and experiential learning opportunities
Reviews / Votes
Bruno's book Gaming Programs for All Ages at the Library is not only a must have resource for anyone working in public libraries today, but it also manages to accomplish a key element of gaming within its pages....the book is fun! Tom's writing style, coupled with his deep knowledge about gaming and his enthusiasm for community first service, gives the reader a fun read while they also immerse themselves in all things gaming. -- Justin Hoenke, Executive Director, Benson Memorial LibraryMore details
Series
Language
English
Place of publication
United States
Publishing group
Bloomsbury Publishing Plc
Target group
Professional and scholarly
Illustrations
6 b/w photos
Dimensions
Height: 280 mm
Width: 216 mm
Thickness: 9 mm
Weight
411 gr
ISBN-13
978-1-5381-0820-8 (9781538108208)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

E-Book
06/2018
1st Edition
Rowman & Littlefield Publishers
€73.99
Available for download

E-Book
06/2018
1st Edition
Rowman & Littlefield Publishers
€73.99
Available for download
Person
Tom Bruno is Adjunct Assistant Curator of Access, Delivery & Resource Sharing Services at the NYU Division of Libraries. In his 2014 book "Wearable Technology: From Smart Watches to Google Glass" he explored how libraries can introduce new technologies and incorporate them into the patron experience, including gaming through both augmented and virtual reality.
Tom has a B.A. from Boston University in Ancient Greek and Latin and a Master's in Library and Information Science from Simmons College. In his previous position as Director of Knowledge Curation and Innovation at The Westport Library he has supported gaming at his library programmatically- from collection development for games to programming gaming events and promoting gaming as experiential learning in the Westport Library MakerSpace.
A lifelong gamer himself, Tom is an amateur game designer as well. He enjoys board gaming with his library colleagues, has played Catan at the competitive level and has been running a continuous Dungeons and Dragons campaign since graduating high school in 1990. He is also a devotee of the 1986 cult classic (and alas, out of print) board game Fireball Island by Milton Bradley.
Tom has a B.A. from Boston University in Ancient Greek and Latin and a Master's in Library and Information Science from Simmons College. In his previous position as Director of Knowledge Curation and Innovation at The Westport Library he has supported gaming at his library programmatically- from collection development for games to programming gaming events and promoting gaming as experiential learning in the Westport Library MakerSpace.
A lifelong gamer himself, Tom is an amateur game designer as well. He enjoys board gaming with his library colleagues, has played Catan at the competitive level and has been running a continuous Dungeons and Dragons campaign since graduating high school in 1990. He is also a devotee of the 1986 cult classic (and alas, out of print) board game Fireball Island by Milton Bradley.
Content
Preface: My Own Personal Gaming Adventure
Acknowledgements
Chapter 1: A Short History and Survey of Gaming in Libraries
Chapter 2: Making Your Case for Library Gaming Programming with Stakeholders
Chapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead Cost
Chapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the Tale
Chapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library
Chapter 6: How to Implement Board Game Programming in Your Library
Chapter 7: How to Implement Video Game Programming in Your Library
Chapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your Library
Chapter 9: Role-Playing Games in the Library
Chapter 10: How to Run a Library Trivia Event
Chapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming Program
Bibliography: Levelling Up- Reading and Recommended Playing
Index
About the Author
Acknowledgements
Chapter 1: A Short History and Survey of Gaming in Libraries
Chapter 2: Making Your Case for Library Gaming Programming with Stakeholders
Chapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead Cost
Chapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the Tale
Chapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library
Chapter 6: How to Implement Board Game Programming in Your Library
Chapter 7: How to Implement Video Game Programming in Your Library
Chapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your Library
Chapter 9: Role-Playing Games in the Library
Chapter 10: How to Run a Library Trivia Event
Chapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming Program
Bibliography: Levelling Up- Reading and Recommended Playing
Index
About the Author