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Get Game@ZSR -- How We Did It and What We Learned Along The Way

Sutton, Lynn

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title
Get Game@ZSR -- How We Did It and What We Learned Along The Way
author
Sutton, Lynn
author
Womack, Hubert David
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
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
type
Book chapter

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