My parents never bought me a Nintendo when I was a kid. They had this crazy idea that reading was the best way for me to learn and entertain myself, so I had to go over to my neighbors house when I wanted to play The Legend of Zelda or Mike Tyson’s Punch-Out. I’d go back home after playing and describe how cool these new games were to my parents, who inevitably rolled their eyes, frustrated at this trendy, expensive new toy their son was dying to have.
As I write this from the 2008 ALA TechSource Gaming, Learning and Libraries Symposium, I can’t help but think how far gaming technology has come since the days of 8-but graphics and cheap midi sound effects. At this symposium, gaming is hardly a game—it’s a rapidly evolving and increasingly important part of our profession. More and more, librarians are using gaming to help students of all ages learn, to help adults improve and hone their skills, and to draw young people into a lifetime of library use.
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