Gaming in academic libraries: collections, marketing, and information literacy

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Association of College and Research Libraries, Oct 31, 2008 - Computers - 231 pages
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Contents

Lessons Learned From Starting a Circulating Videogame Collection at
26
Positioning the Library as a Source for Industry and Career Information
39
Gaming in the Classroom A Model for Support in an Academic Library
52
Copyright

9 other sections not shown

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