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Game Making Interest Group
Pages and Files
Incorporating Games in Instruction
Library Game Examples
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General Game-Making Resources
This bibliography was created with the help of Rachael Elrod and Cecilia Sirigos at The Citadel, Daniel Library and Mary Broussard of Lycoming College, Snowden Library.
symbol indicates a recommended introductory article/book.
Beavis, Catherine, and Joanne O'Mara. “Computer Games - Pushing at the Boundaries of Literacy.” Australian Journal of Language and Literacy 33, no. 1 (2010): 65-76.
Cinnamon, Ian. Programming Video Games for the Evil Genius. New York: McGraw-Hill, 2008.
Gee, James Paul. Good Video Games + Good Learning: Collected Essays on Video Games. 27th ed. New York: Peter Lang, 2007.
------. “Stories, Probes and Games.” Narrative Inquiry 21, no. 1 (2011): 353-357.
------. What Video Games Have to Teach Us About Learning and Information. New York: Palgrave McMillan, 2007.
Jones, Steve. “Let the Games Begin: Gaming Technology and College Students” Pew Research Center's Internet & American Life Project. Last modified July 6, 2003.
Kipnis, D. G. and G. M. Childs. “Educating Generation X and Generation Y.” Medical Reference Services Quarterly 23, no. 4 (2005): 25-33.
Sierra, Kathy and Bert Bates. Head First Java. 2nd ed. Sebastopol: O'Reilly Media, 2005.
Trefry, G. (2010). Casual game design : Designing play for the gamer in all of us. Amsterdam ; Boston: Morgan Kaufmann/Elsevier.
Games in Libraries
Adcock, A. (2008). Making digital game-based learning work: An instructional designer's perspective. Library Media Connection, 26(5), 56-57.
Battles, J., Glenn, V., & Shedd, L. (2011). Rethinking the library game: Creating an alternate reality with social media. Journal of Web Librarianship, 5(2), 114-131.
Branston, C. (2006). From game studies to bibliographic gaming: Libraries tap into the video game culture. Bulletin of the American Society for Information Science and Technology, 32(4), 24-29.
Broussard, M.S. & McDevitt, T. (2012, May 4). "Fun Assessment: How to Embed Evaluation with Educational Games." Presentation at the Library Orientation Exchange (LOEX) Conference, Columbus, OH. Paper to be available in proceedings.
Broussard, M. J. S. (2012). Digital Games in Academic Libraries: A Review of Games and Suggested Best Practices. Reference Services Review, 40(1), 79-82.
Gregory, A. S. and Broussard, M. J. S. (March 31, 2011). "Unraveling the 'Mystery' of the Library: A 'Big Games' Approach to Library Orientation." Presentation at ACRL 2011, Philadelphia, PA. Paper available at
Broussard, M. J. S. & Oberlin, J. U. (2011). Using Online Games to Fight Plagiarism: A Spoonful of Sugar Helps the Medicine Go Down. Indiana Libraries, 30(1), 20-21. Available at
Broussard, M. J. S. (2010). Secret Agents in the Library: Integrating Virtual and Physical Games in a Small Academic Library. College and Undergraduate Libraries, 17(1), 20.
Brown, Ann, Paola Ceccarini, and Cathy Eisenhower. “Muckrakers: Engaging Students in the Research Process Through an Online Game,” in ACRL Thirteenth National Conference Proceedings, ed. Hugh A. Thompson (Chicago: American Library Association, 2007): 226-236.
Clyde, J., & Thomas, C. (2008). Building an information literacy first-person shooter. Reference Services Review, 36(4), 366-380.
Doshi, Ameet. “How Gaming Could Improve Information Literacy.” Computers in Libraries 26, no. 5 (2006): 14-17.
Harris, A. & Rice, S. E. (Eds.). (2008). Gaming in academic libraries: Collections, marketing, and information literacy. Chicago: Association of College and Research Libraries.
Kasbohm, Kristine E., David Schoen, and Michelle Dubaj. “Launching the Library Mystery Tour: A Library Component in the "First-Year Experience".” College & Undergraduate Libraries 13, no. 2 (2006): 35-46.
Kirriemuir, J. (2008). Teaching information literacy through digital games. In P. Godwin, and J. Parker (Eds.) Information Literacy meets Library 2.0 (pp. 153-164). London: Facet Publishing.
Leach, Guy J. and Tammy S. Sugarman. “Play to Win! Using Games in Library Instruction to Enhance Student Learning.” Research Strategies20, no. 3 (2005): 191-203.
Markey, K., Swanson, F., Jenkins, A., Jennings, B., St. Jean, B., Rosenberg, V., et al. (2009). Will undergraduate students play games to learn how to conduct library research? Journal of Academic Librarianship, 35(4), 303-313.
Markey, K. (2010). The benefits of integrating an information literacy skills game into academic coursework: A preliminary evaluation. D-Lib Magazine, 16(July/August). Retrieved August 2, 2011 from
Martin, C., & Steinkuehler, C. (2010). Collective information literacy in massively multiplayer online games. eLearning and Digital Media, 7(4), 355-365.
Martin, Justine and Robin Ewing. “Power Up! Using Digital Gaming Techniques to Enhance Library Instruction.” Internet Reference Services Quarterly 12, no. 2-3 (2008): 209-225.
McDevitt, T. R. (2011). Let the games begin! : Engaging students with field-tested interactive information literacy instruction. New York: Neal-Schuman Publishers.
Nicholson, S. (2010). Everyone plays at the library: Creating great gaming experiences for all ages. Medford, N.J: Information Today.
Schiller, N. (2008). A portal to student learning: What instruction librarians can learn from video game design. Reference Services Review, 36(4), 351-365.
Trefry, G. (2007). Big Fun, Big Learning: Transforming the World through Play. Keynote at GLLS2007. Slides and audio presentation availble at:
Smale, Maura A. “Learning Through Quests and Contests: Games in Information Literacy Instruction.” Journal of Library and Innovation 2, no. 2 (2011): 35-66.
Smith, Anna-Lise and Baker, Lesli A.(in press 2011). Getting a clue: Creating student detectives and dragon slayers in your library. Reference Services Review, 39(4).
Squire, K. and Steinkuehler, C. (2005). “Meet the gamers: they research, teach, learn, and collaborate. So far, without libraries” Library Journal, 130(7), 38-41.
VanLeer, L. (2006). Interactive gaming versus library tutorials for information literacy: A resource guide. Indiana Libraries, 25(4).
Waelchli, P. (2010). Playing with process: Video game choice as a model of behavior. Public Services Quarterly, 6(4), 380-388.
Waelchli, P. (2008). Librarians' sport of choice. College & Research Libraries News, 69(1), 10-15.
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