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Presented by Michael Sauers and Christa Burns at the University of Nebraska Lincoln, Love Library as part of their Staff Gaming Day. Photos from the day can be found @ http://www.flickr.com/photos/librarycommission/sets/72157606480977496/
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see themselves as a hero on a quest. are willing to experiment and keep
trying. are willing to seek expertise and ask for
help. desire to collaborate. learn from their mistakes and can adapt
quickly.
Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.
thrive on fast decision-making & good at prioritizing.
are willing to take risks. are very good at multitasking and
continuous partial attention. are constantly seeking to be
challenged. are proactive rather than reactive.
Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.
are format-agnostic. want to do their own research and
figure things out for themselves (no spoon-feeding).
are used to creating content. expect interaction, rewards,
customization, and multiple paths. have an inherent distrust of bosses.
Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.
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a place to store stacks of paper a place where people can take books off
of the shelves a collection of fiction a place where children can learn to read a music store a movie theatre/movie rental store a computer lab a café
"One kid told us videogames are gateway drugs for libraries.“ ─ Eli Neiburger, Ann Arbor District Libraryauthor of Gamers… in the Library?!
Teen After-Hours Game NightChatfield Public Library
http://www.flickr.com/photos/66422613@N00/sets/72157594586744066/
If your library is no place for games and entertainment then you must get rid of all of these…
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