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ERIC Number: EJ906561
Record Type: Journal
Publication Date: 2010
Pages: 9
Abstractor: ERIC
Reference Count: 18
ISBN: N/A
ISSN: ISSN-1522-8959
Playing with Process: Video Game Choice as a Model of Behavior
Waelchli, Paul
Public Services Quarterly, v6 n4 p380-388 2010
Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people around the world, and determine actions based on new and existing information. Video games engage players with choice: choices of who they can be, choices of what information is relevant, and choices of how they use that information to solve problems. It is this collection, evaluation, and use of information that make video games an important popular culture experience and a research analogy. Librarians can use student and patron experiences with video games to create meaningful connections to academic skills. Video games as both an instructional technology and educational analogy provide avenues to engage in research and information literacy practices. In this article, the author discusses how to apply games not only as technology but also as a cultural experience and frame research skills and information literacy success.
Routledge. Available from: Taylor & Francis, Ltd. 325 Chestnut Street Suite 800, Philadelphia, PA 19106. Tel: 800-354-1420; Fax: 215-625-2940; Web site: http://www.tandf.co.uk/journals
Publication Type: Journal Articles; Reports - Descriptive
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A