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 centuryall 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 canand shoulddo 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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