National Gaming Day @ STU

The University Library will be celebrating National Games/Gaming Day on Monday from 11:00am until 4:00pm in the Convocation Hall.

Gaming Day is part of an initiative organized by the American Library Association to showcase gaming in libraries and the value of gaming in literacy development, social skills development, education, and recreation. Thousands of libraries around the world host Gaming Day for groups of all ages.

Take part in this exciting event and try your hand at one of our games! We’ll have multiple gaming systems and board games available for play, as well as snacks and refreshments.

If you’d like to learn even more about the role of gaming in libraries, education, and society, check out one of these books on display in the library, or browse through our E-book Collection.

Books on Gaming available at the STU LIbrary

Cogburn, J., & Silcox, M. (2009). Philosophy through video games. New York: Routledge.

Edery, D., Edery, D., & Mollick, E. (2009). Changing the game: How video games are transforming the future of business. Upper Saddle River, N.J: FT Press.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.

Gibson, D., Aldrich, C., & Prensky, M. (2007). Games and simulations in online learning: Research and development frameworks. Hershey PA: Information Science Pub.

Grenville, B., Johnson, T., Wright, W., & Vancouver Art Gallery. (2008). KRAZY!: The delirious world of anime + comics + video games + art. Berkeley: University of California Press.

Jones, S. E. (2008). The meaning of video games: Gaming and textual strategies. New York: Routledge.

King, B., & Borland, J. (2003). Dungeons and dreamers: The rise of computer game culture : from geek to chic. Emeryville, Calif: McGraw-Hill/Osborne.

Kutner, L., & Olson, C. K. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster.

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.

Reeves, B., & Read, J. L. (2009). Total engagement: Using games and virtual worlds to change the way people work and businesses compete. Boston, Mass: Harvard Business Press.

Ryan, J. (2011). Super Mario: How Nintendo conquered America. New York: Portfolio Penguin.

Sheff, D. (1993). Game over: How Nintendo zapped an American industry, captured your dollars, and enslaved your children. New York: Random House.

Singer, D. G., & Singer, J. L. (2005). Imagination and play in the electronic age. Cambridge, Mass: Harvard University Press.

Wolf, M. J. P. (2012). Encyclopedia of video games: The culture, technology, and art of gaming. Santa Barbara, Calif: Greenwood.

Wolf, M. J. P. (2012). Before the crash: Early video game history. Detroit: Wayne State University Press.

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