Video Games Pwn the Library

dc.contributor.authorDazey, Megan
dc.date.accessioned2008-09-23T17:25:52Z
dc.date.available2008-09-23T17:25:52Z
dc.date.issued2008-09
dc.descriptionPresented at the OLAC (Online Audiovisual Catalogers) Meeting 2008.en
dc.description.abstractVIDEO GAMES PWN THE LIBRARY Megan Dazey, University of Oregon This poster presentation will cover how to convince your library’s administration that your library needs a video game collection; how to develop a collection development policy for purchasing and selecting the video games; how to catalog the video games, their controllers and hardware; and finally how to circulate your collection with maximum efficiency. At the University of Oregon we created a video game collection as a way to increase traffic in one of our branch libraries. Good cataloging basics for video games have helped students to easily find these games in the catalog. Video games now account for almost 15% of the circulation at that branch. Video game parties are being organized by our students via Facebook and other social websites. These students are using our equipment and inviting us along to the parties.en
dc.format.extent70281 bytes
dc.format.mimetypeapplication/pdf
dc.identifier.urihttps://hdl.handle.net/1794/7350
dc.language.isoen_USen
dc.subjectVideo gamesen
dc.subjectLibrariesen
dc.titleVideo Games Pwn the Libraryen
dc.typePresentationen

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