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Playing Games at the Library: Seriously?
Author(s) -
Cécile Swiatek,
Myriam Gorsse
Publication year - 2016
Publication title -
liber quarterly the journal of the association of european research libraries
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.392
H-Index - 15
eISSN - 1435-5205
pISSN - 2213-056X
DOI - 10.18352/lq.10161
Subject(s) - public relations , perspective (graphical) , set (abstract data type) , service (business) , knowledge management , business , political science , computer science , marketing , artificial intelligence , programming language
During the past ten years, libraries have been developing gaming activities from library board games to mystery games and immersive roleplaying games. This article aims at giving a general overview of gaming issues in French academic libraries. General gaming theories are quickly reviewed, basic keys are given about how and why to set up a gaming service and department at the academic library, concrete and recent initiatives are presented. This article focuses on non-virtual and public-oriented games that were already organised in and by libraries. More generally, it underlines how to use gaming activities for promoting organisational innovation. It concludes on the necessity to settle a strategy for gaming activities, to enforce management practices, and on the importance to publicise the initiatives by establishing a public gaming policy and programme, and by formalising communication plans, staff training and knowledge management. The results of this fact study highlight how gaming activities are becoming a new reality for libraries, which requires a proper management perspective.

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