Working Title: Casebook on Gaming in Academic Libraries
An ACRL Monograph
Amy Harris, University of North Carolina at Greensboro, email@example.com
Scott Rice, University of North Carolina at Greensboro, firstname.lastname@example.org
Deadline for proposals: August 31, 2007
Expected publication: Summer 2008
Gaming in all its forms is making its way into academia. “Casebook on Gaming in Academic Libraries” will provide case studies and reports of best practices and experiences in the many ways in which academic libraries have chosen to become part of this trend.
“Casebook on Gaming in Academic Libraries” will include three sections to encompass the variety of ways gaming has been incorporated into academic libraries.
Section 1: “Gaming as Marketing”
How is gaming used to bring students into the library and make students aware of other library services?
Section 2: “Gaming and Collections”
How have academic libraries started augmenting their collections with hardware and software?
Section 3: “Gaming and Teaching”
How is gaming used for teaching information literacy skills in academic libraries? How does gaming fit into the academic classroom?
Possible topics may include but are not limited to the following:
Information literacy games
Game night hosting
Student orientation games
Games in information commons
Game software and hardware collections
Games to train staff
Individuals interested in contributing a chapter are invited to e-mail a proposal to the editors on or before August 31, 2007. Proposals should be 400-600 words and include information about your name, affiliation, a working title, and abstract. Authors of accepted proposals will be notified of acceptance by September 14, 2007. Full chapters will be expected by January 15, 2008.