Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
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- More about Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks
Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks explores how youth videogame programs in public libraries can evolve to meet contemporary needs, highlighting research-based accounts and equipping readers to re-envision library programming.
Format: Hardback
Length: 152 pages
Publication date: 22 April 2021
Publisher: Emerald Publishing Limited
Videogames, libraries, and the feedback loop: learning beyond the stacks
This book offers fresh perspectives on youth videogaming in public libraries. Abrams and Gerber delve into research-based accounts to explore feedback mechanisms that support important reflective and iterative practices. Highlighting how videogame library programs can evolve to meet contemporary needs of youth patrons, the authors equip readers to re-envision library programming that specifically features youth videogame play.
Videogames have become an increasingly popular form of entertainment in recent years, and their presence in public libraries has grown significantly. Libraries are recognizing the potential of videogames to engage and educate young people, and are developing programs to promote their use.
One of the key challenges facing libraries in their efforts to promote youth videogaming is the need to provide a safe and welcoming environment for young gamers. Libraries must ensure that their programs are age-appropriate and that they provide a range of games that appeal to different interests and skill levels.
Another challenge is the need to provide effective feedback to young gamers. Libraries must be able to assess the impact of their programs and to use this feedback to improve their offerings. This may involve collecting data on game play, user feedback, and other metrics to understand how young people are engaging with games and how they can be better supported.
Abrams and Gerber's book provides valuable insights into the feedback loop that exists between youth videogaming in public libraries and the broader community. The authors argue that feedback mechanisms are essential for promoting reflective and iterative practices, which are key to learning and development. By providing research-based accounts of feedback mechanisms in videogame library programs, the authors equip readers with the knowledge and tools they need to re-envision library programming that specifically features youth videogame play.
One of the key insights of the book is that feedback mechanisms can be used to promote a range of learning outcomes, including critical thinking, problem-solving, and creativity. By providing young gamers with opportunities to engage with games in a reflective and iterative manner, libraries can help them to develop these skills and to apply them in other areas of their lives.
Another important insight of the book is that feedback mechanisms can be used to promote social and emotional development. By providing young gamers with opportunities to connect with others and to collaborate on projects, libraries can help them to develop social skills and to build relationships with their peers.
In addition to providing insights into the feedback loop between youth videogaming and the broader community, Abrams and Gerber's book also provides practical advice for librarians and other professionals working in the field. The authors offer a range of strategies for promoting youth videogaming in public libraries, including developing partnerships with other organizations, creating dedicated spaces for gaming, and providing training and support for librarians and staff.
Overall, Abrams and Gerber's book offers a valuable contribution to the field of youth videogaming in public libraries. By providing fresh perspectives on the feedback loop that exists between youth videogaming and the broader community, the authors equip readers with the knowledge and tools they need to re-envision library programming that specifically features youth videogame play. This book will be of interest to librarians, educators, policymakers, and anyone else who is interested in promoting learning and development in young people.
Weight: 350g
Dimension: 158 x 237 x 16 (mm)
ISBN-13: 9781800715066
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