Get Game@ZSR -- How We Did It and What We Learned Along The Way
Sutton, Lynn
Item Files
Item Details
- abstract
- The idea to conduct a pilot gaming event at the Z. Smith Reynolds Library of Wake Forest University was born out of a desire to reach students who were not likely to come to the library before cramming in the last week of final exams. The Library routinely conducted tours during freshman orientation but it was evident that a large number of students were not being reached. First-year men, in particular, were targeted for outreach as they are commonly referred to as the loneliest students on campus. First-year women typically receive a good deal of attention from upperclassmen, but men are less sought out. What better way to appeal to eighteen-year-old males and bring them into the library than to offer them free food and a night of video games?
- subject
- video games
- library marketing
- contributor
- date
- 2009-12-01T19:01:26Z (accessioned)
- 2010-06-24T14:35:59Z (accessioned)
- 2009-12-01T19:01:26Z (available)
- 2010-06-24T14:35:59Z (available)
- 2008 (issued)
- identifier
- Sutton, Lynn, and Womack, H. David. “Get Game@ZSR -- How We Did It and What We Learned Along The Way.” Gaming in Academic Libraries: Collections Marketing, and Information Literacy. Ed. Amy Harris & Rice, Scott. Chicago: Association of College and Research Libraries, 2008. 76-87. Print. (citation)
- http://hdl.handle.net/10339/15945 (uri)
- language
- en_US (iso)
- publisher
- Association of College and Research Libraries
- source
- Gaming in Academic Libraries: Collections Marketing, and Information Literacy
- title
- Get Game@ZSR -- How We Did It and What We Learned Along The Way
- type
- Book chapter