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Home > Archives > Number 5 / September-October 2006

Number 5 / September-October 2006

DOI: https://doi.org/10.5860/ltr.42n5

Table of Contents

Introduction
Jenny Levine
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5-9
Chapter 1: Why Gaming?
Jenny Levine
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10-17
Chapter 2: The Gaming Generation
Jenny Levine
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18-23
Chapter 3: Gaming Setups Common in Libraries
Jenny Levine
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24-30
Chapter 4: Case Studies: School Libraries
Jenny Levine
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31-37
Chapter 5: Case Studies: Academic Libraries
Jenny Levine
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38-44
Chapter 6: Case Studies: Public Libraries
Jenny Levine
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45-55
Chapter 7: Future Intersections
Jenny Levine
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56-59
Chapter 8: Conclusion What Librarians Can Learn from Gamers
Jenny Levine
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60-62
Chapter 9: Bibliography and Resources
Jenny Levine
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63-67
Appendixes
Jenny Levine
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68-80


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