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Table of Contents | Sample Chapter | About the Author



Everyone Plays at the Library
Order The Everyone Plays at the Library now.
Creating Great Gaming Experiences for All Ages
By Scott Nicholson

Table of Contents

Acknowledgments

Introduction

PART 1: Introduction to Games in the Library

Chapter One: Games and the Library's Mission

"What Do Games Have to Do With Books?"

Chapter Two: Games Versus Gaming Experiences

The Game Market
Focusing on One Game
The Game Versus the Gaming Experience
Questions to Consider for the Gaming Experience
Games in Collections Versus Gaming in Programs

Chapter Three: A Conceptual Model of the Library Gaming Experience

Model of the Library Gaming Experience
Gaming Experience Archetypes

PART 2: The Five Gaming Experience Archetypes

Chapter Four: Knowledge Gaming Experiences

Environment
Educational Games
Game Show, Trivia, and Party Games
Word Games
Big Games
Demographics
Library Goals

Chapter Five: Strategy Gaming Experiences

Environment
Abstract Strategy Games
Mechanics-Based Board Games
War Games
Card Games
Collectible Card Games
Digital Games
Demographics
Library Goals

Chapter Six: Action Gaming Experiences

Environment
Digital Games
Analog Dexterity Games
Big Games
Demographics
Library Goals

Chapter Seven: Narrative Gaming Experiences

Environment
Analog Role-Playing Games
Digital Role-Playing Games
Narrative Strategy Board Games
Big Games
Demographics
Library Goals

Chapter Eight: Social Gaming Experiences

Environment
Party Games
Strategy Games
Digital Games
Casino Games
Big Games
Demographics
Library Goals

PART 3: Putting It All Together

Chapter Nine: Planning the Gaming Experience

Determining Goals
Determining the Audience
Matching Goals and Audience to Archetypes
Selecting Specific Games
Creating Games

Chapter Ten: Facilitating the Gaming Experience

Preparing the Games
Preparing the Space
Preparing the Volunteers and Staff
Facilitating the Experience
Limiting the Choices
Putting It All Together

Chapter Eleven: Marketing and Partnerships

Reaching Out to Existing Patrons
Understanding Gamers
Marketing to Gamers
Holding a Regular Gaming Activity
Developing a Structure
Bringing in the Press
Partnering With Local Game Shops
Partnering With Clubs
Engaging Volunteers

Chapter Twelve: Assessment and Justification

Determining What to Measure
Using Measurements to Evaluate
Justifying Gaming

Chapter Thirteen: Keeping Up and Focusing on the Fun

Staying on Top of Gaming
Finding Reviews
Keeping the Programs Running
Considering Legal Issues
Conclusion

About the Author

Index

Back to Everyone Plays at the Library.


      


 
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