Description

Book Synopsis
Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive! Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including: ·how to make the case for library gaming with your administration, ·how to acquire and loan gaming materials (whether or not you have the budget for them!), ·how to publicize your library gaming programming, and ·how to incorporate other library units into the gaming experience. Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you’ll also learn about promotion, assessment, and experiential learning opportunities

Trade Review
Bruno's book Gaming Programs for All Ages at the Library is not only a must have resource for anyone working in public libraries today, but it also manages to accomplish a key element of gaming within its pages....the book is fun! Tom's writing style, coupled with his deep knowledge about gaming and his enthusiasm for community first service, gives the reader a fun read while they also immerse themselves in all things gaming. -- Justin Hoenke, Executive Director, Benson Memorial Library

Table of Contents
Preface: My Own Personal Gaming Adventure Acknowledgements Chapter 1: A Short History and Survey of Gaming in Libraries Chapter 2: Making Your Case for Library Gaming Programming with Stakeholders Chapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead Cost Chapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the Tale Chapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library Chapter 6: How to Implement Board Game Programming in Your Library Chapter 7: How to Implement Video Game Programming in Your Library Chapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your Library Chapter 9: Role-Playing Games in the Library Chapter 10: How to Run a Library Trivia Event Chapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming Program Bibliography: Levelling Up- Reading and Recommended Playing Index About the Author

Gaming Programs for All Ages at the Library: A

    Product form

    £52.20

    Includes FREE delivery

    RRP £58.00 – you save £5.80 (10%)

    Order before 4pm tomorrow for delivery by Sat 20 Jun 2026.

    A Paperback / softback by Tom Bruno

    Out of stock


      View other formats and editions of Gaming Programs for All Ages at the Library: A by Tom Bruno

      Publisher: Rowman & Littlefield
      Publication Date: 20/06/2018
      ISBN13: 9781538108208, 978-1538108208
      ISBN10: 1538108208

      Description

      Book Synopsis
      Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive! Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including: ·how to make the case for library gaming with your administration, ·how to acquire and loan gaming materials (whether or not you have the budget for them!), ·how to publicize your library gaming programming, and ·how to incorporate other library units into the gaming experience. Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you’ll also learn about promotion, assessment, and experiential learning opportunities

      Trade Review
      Bruno's book Gaming Programs for All Ages at the Library is not only a must have resource for anyone working in public libraries today, but it also manages to accomplish a key element of gaming within its pages....the book is fun! Tom's writing style, coupled with his deep knowledge about gaming and his enthusiasm for community first service, gives the reader a fun read while they also immerse themselves in all things gaming. -- Justin Hoenke, Executive Director, Benson Memorial Library

      Table of Contents
      Preface: My Own Personal Gaming Adventure Acknowledgements Chapter 1: A Short History and Survey of Gaming in Libraries Chapter 2: Making Your Case for Library Gaming Programming with Stakeholders Chapter 3: How to Acquire Games and Gaming Materials for Your Library with Minimal Overhead Cost Chapter 4: How to Circulate Your Library Gaming Collection and Live to Tell the Tale Chapter 5: How to Create, Evaluate and Assess Gaming Programming for Your Library Chapter 6: How to Implement Board Game Programming in Your Library Chapter 7: How to Implement Video Game Programming in Your Library Chapter 8: How to Support PokemonGO and Other Augmented Reality Games at Your Library Chapter 9: Role-Playing Games in the Library Chapter 10: How to Run a Library Trivia Event Chapter 11: How to Leverage Your MakerSpace to Help Bolster Your Library Gaming Program Bibliography: Levelling Up- Reading and Recommended Playing Index About the Author

      Recently viewed products

      © 2026 Book Curl

        • American Express
        • Apple Pay
        • Diners Club
        • Discover
        • Google Pay
        • Maestro
        • Mastercard
        • PayPal
        • Shop Pay
        • Union Pay
        • Visa

        Login

        Forgot your password?

        Don't have an account yet?
        Create account