Where do we go from here? Expanding the reach of your gaming events

dc.contributor.authorSlobuski, Teresa
dc.contributor.authorJohnson, Eric
dc.contributor.authorBoehme, Ginny
dc.contributor.authorHays, Lauren
dc.date.accessioned2020-04-23T14:13:17Z
dc.date.available2020-04-23T14:13:17Z
dc.date.published2020
dc.description.abstract"This chapter utilizes case studies from various institutions to explore methods of deepening student engagement with games. We begin with exploring ways to engage with student input, then move into how games can support educational outcomes, and end with discussing how to foster creativity and making. Through these case studies of successful gaming programs, we discuss a variety of considerations such as casual versus hardcore gamers, international students, game design events, and institutional support. Each case study ends with key takeaways." (From chapter introduction)en_US
dc.identifier.otherSlobuski, T., Johnson, E., Boehme, G., & Hays, L. (2020). Where Do We Go From Here? Expanding the Reach of Your Gaming Events. In S. Crowe & E. Sclippa (Eds.), Games and Gamification in Academic Libraries. Association of College and Research Libraries.en_US
dc.identifier.urihttp://hdl.handle.net/2374.MIA/6613
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.titleWhere do we go from here? Expanding the reach of your gaming eventsen_US
dc.typeBook Chapteren_US

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