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In Rochester, a newspaper dips into gaming to reach new young readers » Nieman Journalism Lab
Gaming in Libraries - The Course » Join Scott Nicholson to learn about Gaming in Libraries
Values at Play » About + Team
Technology has the power to transform human behavior, shift culture, and shape institutions. Video games are an increasingly important medium, with global relevance and wide-ranging cultural influence. Our ambition is to harness the power of video games in the service of humanistic principles, or human values, knowing that this emerging art form holds tremendous potential to educate and inspire.
The “Values at Play” (VAP) research project assists and encourages designers to be mindful of what values their computer games promote. We would like to see a diversification of video game values to include positive principles like equity, creativity, diversity, and negotiation, along with the traditional tropes of violence and machismo. Many designers have already begun work in this area by creating “activist games” that teach and inspire social activism, empathy, and other values. With support from the National Science Foundation and a diverse advisory board of game designers and academics, VAP is positioned to become an important force in this movement.
The Librarian's Guide to Gaming :: An Online Toolkit :: A Brief History of Gaming in Libraries
Games for Change (G4C) -- Toolkit
G4C Toolkit
So you want to make a game for change? Congratulations and welcome!
You’re entering relatively uncharted waters, so we've created this Toolkit to help you map out the journey from here to there. The Toolkit is not a technical manual for making a game but provides an overview of the game-making process and guides you through key areas—what questions you need to ask, what decisions you need to make. Creating a game is a collaborative process, and you’ll likely want to partner with an experienced game designer early on.
LJ Talks to Megan Winget, Who Studies Preservation of Online Games - 7/30/2008 - Library Journal
The Effectiveness of a Web-based Board Game for Teaching Undergraduate Students Information Literacy Concepts and Skills
o teach incoming undergraduate students information literacy skills, a research team at the University of Michigan School of Information developed the Defense of Hidgeon, a web-based board game. We opted for a game in lieu of other approaches because what people are doing when they are playing good games is good learning. This article describes the game's backstory, how to navigate its 34-space game board, and special game-play features. The research team invited a class of undergraduate students to play the game, gave monetary awards to winning teams, and interviewed students about their game-play experiences to determine what they learned and obtain their suggestions for improvements to the game. The authors offer three premises for the redesign of the Defense of Hidgeon and discuss these premises with regard to the design of future information literacy games.
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