Library Review: Volume 58 Issue 3
Table of contents - Special Issue: Web 2.0 and gaming in libraries
Guest Editors: Sarah McNicol
The Web 2.0 challenge to libraries
Nicholas JointThe purpose of this paper is to illustrate issues surrounding Web 2.0 technologies and their relevance to libraries by general discussion and examples from library practice.
Online book clubs for preteens and teens
Cassandra M. Scharber, Ann Melrose, Jody WurlThe purpose of this paper is to highlight and examine public‐library‐based, online book clubs for preteens and teens.
The case for video games in libraries
Suellen S. AdamsThe purpose of this paper is to present a case for including and expanding the use of video gaming in the library to support the educational, recreational and democratizing goals…
Go back to start: gathering baseline data about gaming in libraries
Scott NicholsonThe purpose of this paper is to develop some baseline data about games in libraries in North America. The term games is taken broadly in this piece to mean all types of games from…
Making games seriously: Creating a peer designed video game for use in library promotion and instruction
Carl CrossThe purpose of this paper is to describe the initial stages of a year to 18 month project to design and produce a peer designed video game for teenagers for use across Derbyshire…
Crashing the Facebook party: One library's experiences in the students’ domain
Jamie M. Graham, Allison Faix, Lisa HartmanFacebook has become one of the fastest growing social networking sites on the Internet. Due to its increasing popularity, using Facebook presents a prime opportunity to engage…
Untangling the relationship between libraries, young adults and Web 2.0: The necessity of a critical perspective
Lucia Cedeira SerantesThis paper addresses a gap in the analysis of the dynamic and challenging relationship between libraries, Web 2.0 and young adults, suggesting the relevance of a critical approach.