Chapter 1: Introduction

Jenny Levine


2008 may be remembered as the year in which gaming became just like any other service in libraries, with librarians implementing gaming initiatives that look very much like those we already offer for books, movies, music, and computers for as varied an audience as other library services are offered. In this third issue of
devoted to the topic of gaming in libraries, “Gaming in Libraries: Learning Lessons from the Intersections,” we will examine some of the most common themes being noted and shared by librarians and illustrate them with five case studies.

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