The following article (accepted for publication, preprint) is scheduled for publication in the September 2017 issue of College & Research Libraries (C&RL).
Title
Authors
Shannon L. Farrell
University of Minnesota Twin Cities
Amy E. Neeser
University of Minnesota Twin Cities
Carolyn Bishoff
University of Minnesota Twin Cities
Source
via C&RL Website
Abstract
Academic libraries develop collections and services for scholars who use video games in teaching and research. However, there are no assessments of related information and technology needs. The authors conducted 30 semi-structured interviews to gather data about these needs and understand how the University of Minnesota Libraries can facilitate access to games and technology. 28 interviewees used games in research and 23 used games in teaching. We identified a variety of information and technology needs; many showed strong disciplinary trends. The findings can inform needs-based multidisciplinary strategies to develop video game
services and collections relevant to unique academic communities.
Direct to Full Text Article
69 pages; PDF.