Uploadable Content: Collaboration in a Video Game Advisory Team

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Date

2016-06

Authors

Harlan, Lydia
Cloo, Derek
Smith, Kate Louise
Zeidman-Karpinski, Annie

Journal Title

Journal ISSN

Volume Title

Publisher

Association of College and Research Libraries, American Library Association

Abstract

A misunderstanding led to the creation of University of Oregon (UO) Libraries’ video game collection. We thought we were replicating the University of Illinois-Urbana Champaign’s (UIUC) Library collection. One UO subject specialist librarian got permission from her supervisor, gift money from an administrator, and since she wasn’t a gamer, asked around about what video games and consoles to buy and how to do it. As we set up this collection, we found out that UIUC didn’t let patrons take the games and consoles with peripherals home with them, as we were planning to do. With no space for the consoles in the library and a firm belief that material should circulate, this initial misunderstanding forced us to invent processes and procedures to handle the collection. What follows is our description of how our Video Game Advisory Team was formed, and how our team adds value to the gaming collection and culture at our library. We will discuss the evolution of our video game acquisition process, our circulation practice and statistics, and issues with the trend towards downloadable content.

Description

6 pages

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Citation

HARLAN, Lydia et al. Uploadable content: Collaboration in a video game advisory team. College & Research Libraries News, [S.l.], v. 78, n. 7, p. 385, july 2017. ISSN 2150-6698. Available at: <http://crln.acrl.org/index.php/crlnews/article/view/16702/18187>. Date accessed: 04 jan. 2018. doi:https://doi.org/10.5860/crln.78.7.385.