Service for a New Generation: Implications for Implementing Video Game Service in an Academic Library
This paper reports on an exploratory study conducted to discover the potential value of a gaming service in an academic library setting. The study was inspired by reports of declining campus library use and the resulting efforts to reconnect with Net Generation students. A survey questionnaire was employed to collect data from a random sample of 250 undergraduate students at North Carolina State University. Questions were designed to explore student perceptions of gaming in the library, impact on building visitation, and overall reception of the service. In addition, the researcher performed an analysis of a library-run online forum and conducted an interview with a staff librarian. The resulting data reveal a majority of students have an overall positive view of gaming in the library and use the service for a variety of reasons. Study data may be used to establish a best-practice for gaming implementation in the academic library environment.
School:University of North Carolina at Chapel Hill
School Location:USA - North Carolina
Source Type:Master's Thesis
Keywords:college and university libraries—services to undergraduates electronic games echo boom generation learning commons libraries—north carolina
Date of Publication:04/03/2008