Virtual Worlds and Gaming
Social Virtual Worlds have emerged from the field of online gaming. Libraries can embrace these technologies and encourage creativity, communication and critical thinking by introducing these Web 2.0 tools.
<<This page could use a lot of help...anyone?>>
Second Life has a Library for Avatars!
MMPOGs: Massive Multiplayer Online Games - inlcudes things like EverQuest, World of Warcraft, Runescape and Star Wars Galaxies.
Unlimited Web Games - a database of over 875 completely free web games.
Moving Beyond the Game
Games in Libraries Blog
Facts:
U.S. women over the age of 40 spend nearly 50 percent more time each week playing online games than men and are more likely to play online games daily than men or teens (read about it!)
The gaming generation (ninety million people) is larger than the baby boomers (seventy-seven million people) and will have an even bigger impact on society (and therefore on libraries). - quoted from Library Technology Reports, and ALA Techsource publication; Jenny Levine, author.
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