نوع مقاله : علمی پژوهشی

نویسندگان

1 مدیر پژوهشی دانشکده بهداشت، دانشگاه علوم پزشکی کاشان، کاشان، ایران و دانشجوی دکتری علم اطلاعات و دانش‌شناسی دانشگاه تهران

2 دانشیار گروه علم اطلاعات و دانش‌شناسی، دانشکده مدیریت، دانشگاه تهران، تهران، ایران

چکیده

هدف:مرور مقاله های حوزه بازی در کتابخانه و ارائه طرحی کلی از موضوعهای مورد پژوهش است. جامعه پژوهش 86 مقاله ای است که دراین حوزه دراسکوپوس نمایه شده است.اطلاعات هر مقاله ها در اکسل ذخیره شد. عنوان و چکیده‌ مقاله ها و در صورت در دسترس بودن، متن کامل مقاله مطالعه شد.نتایج نشان دادکمترین و بیشترین تعداد مقاله منتشرشده توسط هر پژوهشگر،به ترتیب یک و 6 مقاله است.نیمی از مقالهها از سال2012 به بعد منتشر شده است. 3/66درصد مقاله ها را مقاله پژوهشی تشکیل میدهند.نتایج تحلیل مقالهها بر اساس نوع کتابخانه،روش پژوهش،سبک بازی وموضوع مقاله نیز ارائه شده است. موضوعهای موردبحث حول‌وحوش آموزش مبتنی بر بازی،مجموعه گستری کتابخانه،برنامه بازی،طراحی بازی،تحلیل بازی،آموزش سواد اطلاعاتی،آموزش کتابخانه،آموزش اخلاق حرفه ای و سرقت علمی،حمایت کتابخانه از بازی و گیمیفیکیشن است. بدون شک به منظور موفقیت در پروژه‌های مرتبط با بازی و کتابخانه،نگاه به ابعاد متفاوت آن و برنامهریزی در آن زمینه‌ها بسیار مثمر ثمر خواهد بود و پژوهش‌هایی نظیر پژوهش حاضر می‌توانند دیدی همهجانبه بهمنظور برنامه‌ریزی بلندمدت برای ارائه برنامه های بازی در کتابخانه و استفاده از بازی در آموزش کتابخانه ارائه نماید.

کلیدواژه‌ها

عنوان مقاله [English]

The Analysis and Review of the Literatures in the field of Game in libraries

نویسندگان [English]

  • Zahra Batooli 1
  • Fatemeh Fahimnia 2

2 Associate Prof. Faculty of Management, University of Tehran, Tehran, Iran

چکیده [English]

Purpose: review of articles in the field of Game in libraries and provide scientometric and content analysis of this field.The study population included 86 articles in the field of Game in libraries that indexed in Scopus by the end of 2016.Articles information saved in Excel to be analyzed in the final stage. Title and Abstracts and If availability, the fulltext of the articles were studied. 66.3 percent of articles were "Research paper". Collection of these articles was cited 134 times. The results of articles analysis are provided based on the type of library, research methods, game style and Subject. The most important subjects in in the field of "Game in libraries" were Game-based learning, Game collection development, Game programs, Game design, Game analysis, Information literacy, Library instruction, search ethics, plagiarism and gamification. Identify different subjects of the field of game in libraries Will be most effective to the success of research projects in this field and to provide long-term planning for Implementation of game programs in libraries and using game in education such as library instruction, information literacy education

کلیدواژه‌ها [English]

  • Game
  • Libraries
  • Information literacy
  • Library instruction
  • Game-based learning
بتولی، زهرا، مریم ناخدا و سپیده فهیمی­فر. 1395. «بازی در کتابخانه­ها»: رسانه ای موثر در ارتقاء سواد اطلاعاتی. چکیده مقالات همایش سواد رسانه­ای و مسئولیت اجتماعی. تهران: پشتیبان.
بصیریان جهرمی رضا، زاهد بیگدلی، غلامرضا حیدری و علیرضا حاجی­یخچالی. زودآیند. طراحی و کاربست نرم­افزار بازی­وار­سازی­شده وب­سایت کتابخانه­ای و بررسی تاثیر کاربرد آن بر مؤلفه­های خودتعیین­گری کاربران کتابخانه. پژوهشنامه پردازش و مدیریت اطلاعات.
ساعی منصور. 1391. نسل وای و زد ایرانی و استقبال از بازی های ایدئولوژیک غربی. تاریخ انتشار:۳۰بهمن ۱۳۹۱http://ihss.ac.ir/fa/news/40
کوثری، مسعود. 1387. نسل­های ایکس، وای و زد و سیاستگذاری فرهنگی در ایران. راهبرد فرهنگ 1 (3): 65-84
Adams, S.S. (2009). The case for video games in libraries. Library Review 58(3): 196-202.
Bates, M., D. Brown, J. Fletcher, & S. Price. (2012). Exploring university library induction within an undergraduate serious games design module. Paper presented at the Proceedings of the European Conference on Games-Based Learning.
Battles, J., V. Glenn, & L. Shedd. (2011). Rethinking the library game: Creating an alternate reality with social media. Journal of Web Librarianship  5(2): 114-131.
Branston, C. (2006). From game studies to bibliographic gaming: Libraries tap into the video game culture. Bulletin of the American Society for Information Science and Technology 32(4): 7.
Broussard, M. J. S. (2012). Digital games in academic libraries: A review of games and suggested best practices. Reference Services Review  40(1): 75-89.
Broussard, M.J.S.  (2010). Secret agents in the library: Integrating virtual and physical games in a small academic library. College and Undergraduate Libraries 17(1): 20-30.
Broussard, M.J.S. (2014). Using games to make formative assessment fun in the academic library. Journal of Academic Librarianship 40(1): 35-42.
Brown, R.T., & T.Kasper. (2013). The fusion of literacy and games: A case study in assessing the goals of a library video game program. Library Trends  61(4): 755-778.
Buhler, A.G., M. Johnson, M. Leonard, & B. DeVane. (2011). Gaming against plagiarism: A partnership between the library and faculty. Paper presented at the ASEE Annual Conference and Exposition, Conference Proceedings.
Cadieux, S., Beaupré-Lavallée A. (2011). Video games in postsecondary academic libraries. Ubiquitous Learning 3(4): 87-96.
Chen, H. , & J. Huang. (2012). Learning effects of RFID-based game-guided learning in libraries. International Journal of Mobile Communications  10(4): 351-365.
Coelho, H. (2011). Computer games and libraries. Computer games as educational and management tools: Uses and approaches (pp. 52-66).
Copeland, T., B. Henderson, B.Mayer, & S. Nicholson. (2013). Three different paths for tabletop gaming in school libraries. Library Trends  61(4): 825-835.
Fitz-Walter, Z., D. Tjondronegoro, D. Koh, & M. Zrobok. (2012). Mystery at the library: Encouraging library exploration using a pervasive mobile game. Paper presented at the Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI 2012: 142-145.
Giles, K. (2015). No budget, no experience, no problem: Creating a library orientation game for freshman engineering majors. Journal of Academic Librarianship 41(2): 170-177.
Gumulak, S., & S. Webber. (2011). Playing video games: Learning and information literacy. Aslib Proceedings: New Information Perspectives 63(2-3): 241-255.
Guo, Y.R., & D.H. Goh. (2016). Library Escape: User-Centered Design of an Information Literacy Game.  The Library Quarterly 86 (3): 330-355.
Ireton, D., J. Pitts, & B. Ward. 2013. Library discovery through augmented reality: A game plan for academics. International Journal of Technology, Knowledge and Society 9(4): 119-128.
Laskowski, M., & Ward, D.( 2009). Building next generation video game collections in academic libraries. The Journal of Academic Librarianship, 35(3), 267–273.
Leach, G.J., & T.S. Sugarman. (2005). Play to win! using games in library instruction to enhance student learning. Research Strategies 20(3): 191-203.
Leeder, C., K. Markey, & E. Yakel. (2012). A faceted taxonomy for rating student bibliographies in an online information literacy game. College and Research Libraries 73(2): 115-133.
Kim, B.(2012). Harnessing the power of game dynamics: Why, how to, and how not to gamify the library experience . College and Research Libraries News, 73 (8), pp. 465-469.
Markey, K., C. Leeder, & S.Y. Rieh. (2012). Through a game darkly: Student experiences with the technology of the library research process. Library Hi Tech 30(1): 12-34.
Markey, K., F. Swanson, A. Jenkins, B. Jennings, B. Jean, V. Rosenberg., R. Frost. (2009). Will undergraduate students play games to learn how to conduct library research? Journal of Academic Librarianship 35(4): 303-313.
Markey, K. F. Swanson, A. Jenkins, B.J., Jennings, B.S. Jean, V. Rosenberg, & R.L. Frost. (2008). The effectiveness of a web-based board game for teaching undergraduate students information literacy concepts and skills. D-Lib Magazine 14(9-10).
Markey, K., F. Swanson, A. Jenkins, B.J. Jennings, B. Jean, V. Rosenberg, R.L. Frost. (2008). Designing and testing a web-based board game for teaching information literacy skills and concepts. Library Hi Tech 26(4): 663-681.
Markey, K., F. Swanson, C. Leeder, Jr. G.R. Peters, B. J. Jennings, B. Jean, A. Calvetti. (2010). The benefits of integrating an information literacy skills game into academic coursework: A preliminary evaluation. D-Lib Magazine  16(7-8).
Marrapodi, E. J.(2014). Improving health information literacy with games in the virtual world of second life.
Martin, C., & C. Steinkuehler. (2010). Collective information literacy in massively multiplayer online games. E-Learning and Digital Media  7(4): 355-365.
McMunn-Tetangco, E. (2013). If you build it: One campus' firsthand account of gamification in the academic library. College and Research Libraries News  74(4): 208-210.
Nicholson, S. (2009). Go back to start: Gathering baseline data about gaming in libraries. Library Review  58(3): 203-214.
Nicholson, S. ( 2008). How are libraries supporting gaming: A pilot exploration. Proceedings of the ASIST Annual Meeting, 45.
Nicholson, S. (2013). Playing in the past: A history of games, toys, and puzzles in north american libraries. Library Quarterly  83(4): 341-361.
Pimenidis, E. (2007). Developing a computer game for university library induction. Paper presented at the European Conference on Games Based Learning, ECGBL 2007, 215-222.
Powell, A. (2013). Get in the game: Encouraging play and game creation to develop new literacies in the library. Library Trends 61(4): 836-848.
Ramnarine-Rieks, A. (2013). Learning by game design: Exploring its potential in undergraduate information literacy instruction. Proceedings of the ASIST Annual Meeting, 50(1).
Ramnarine-Rieks, A. (2012). Learning through game design: An investigation on the effects in library instruction sessions. Paper presented at the ACM International Conference Proceeding Series, 606-607.
Randall, P.( 2016). Purposeful gaming and the biodiversity heritage library. Journal of Agricultural and Food Information  17(1): 71-76.
Robertson, M.J., & J.G. Jones. (2009). Exploring academic library users' preferences of delivery methods for library instruction g webpage, digital game, and other modalities. Reference and User Services Quarterly 48(3): 259-269.
Rosenstein, J. (2013). Ghost hunters in the library: Using an interactive mystery game for freshman library orientation. College and Research Libraries News  74(7): 350-353.
Schiller, N. (2008). A portal to student learning: What instruction librarians can learn from video game design. Reference Services Review 36(4): 351-365.
Schneider, E., & B. Hutchison. (2015). Referencing the imaginary: An analysis of library collection of role-playing game materials. Reference Librarian  56(3): 174-188.
Smith, F.A. (2007). Games for teaching information literacy skills. Library Philosophy and Practice, 2007(APR.).
Smith, B. (2008).Twenty-first century game studies in the academy: Libraries and an emerging discipline. Reference Services Review, 36 (2), pp. 205-220
Sutton, L., & H.D. Womack. (2006). Got game? hosting game night in an academic library. College and Research Libraries News 67(3): 173-176.
Tewell, E., & K. Angell. (2015). Far from a trivial pursuit: Assessing the effectiveness of games in information literacy instruction. Evidence Based Library and Information Practice 10(1): 20-33.
Thomas, C. M., & J. Clyde. (2013). Game as book: Selecting video games for academic libraries based on discipline specific knowledge. Journal of Academic Librarianship 39(6): 522-527.
Ulicsak, M., and Wright, M. (2010). Games in education: serious games. Bristol, UK: Futurelab.
Wang, L. C., & Chen, M. P. (2010). The effects of type of game strategy and preference-matching on flow experience and performance in learning to program from game-based learning. Innovations in Education and Teaching International, 47(1), 39-52.
Welsch, J. (2008). Playing within and beyond the story: Encouraging book-related pretend play. The Reading Teacher.62(2), 138–148.
Werner, K. (2013). Bringing them in: Developing a gaming program for the library. Library Trends 61(4): 790-801.
Wikipedia. (2016). Video game console. Retrieved Novaembr 19, 2016, from: https://en.wikipedia.org/wiki/Video_game_console
Womack, H.D., S.S Smith, & M.B. Lock. (2015). Large-scale, live-action gaming events in academic libraries: How and why. College and Research Libraries News 76(4): 210-214.
 
بتولی، زهرا، مریم ناخدا و سپیده فهیمی­فر. 1395. «بازی در کتابخانه­ها»: رسانه ای موثر در ارتقاء سواد اطلاعاتی. چکیده مقالات همایش سواد رسانه­ای و مسئولیت اجتماعی. تهران: پشتیبان.
بصیریان جهرمی رضا، زاهد بیگدلی، غلامرضا حیدری و علیرضا حاجی­یخچالی. زودآیند. طراحی و کاربست نرم­افزار بازی­وار­سازی­شده وب­سایت کتابخانه­ای و بررسی تاثیر کاربرد آن بر مؤلفه­های خودتعیین­گری کاربران کتابخانه. پژوهشنامه پردازش و مدیریت اطلاعات.
ساعی منصور. 1391. نسل وای و زد ایرانی و استقبال از بازی های ایدئولوژیک غربی. تاریخ انتشار:۳۰بهمن ۱۳۹۱http://ihss.ac.ir/fa/news/40
کوثری، مسعود. 1387. نسل­های ایکس، وای و زد و سیاستگذاری فرهنگی در ایران. راهبرد فرهنگ 1 (3): 65-84
Adams, S.S. (2009). The case for video games in libraries. Library Review 58(3): 196-202.
Bates, M., D. Brown, J. Fletcher, & S. Price. (2012). Exploring university library induction within an undergraduate serious games design module. Paper presented at the Proceedings of the European Conference on Games-Based Learning.
Battles, J., V. Glenn, & L. Shedd. (2011). Rethinking the library game: Creating an alternate reality with social media. Journal of Web Librarianship  5(2): 114-131.
Branston, C. (2006). From game studies to bibliographic gaming: Libraries tap into the video game culture. Bulletin of the American Society for Information Science and Technology 32(4): 7.
Broussard, M. J. S. (2012). Digital games in academic libraries: A review of games and suggested best practices. Reference Services Review  40(1): 75-89.
Broussard, M.J.S.  (2010). Secret agents in the library: Integrating virtual and physical games in a small academic library. College and Undergraduate Libraries 17(1): 20-30.
Broussard, M.J.S. (2014). Using games to make formative assessment fun in the academic library. Journal of Academic Librarianship 40(1): 35-42.
Brown, R.T., & T.Kasper. (2013). The fusion of literacy and games: A case study in assessing the goals of a library video game program. Library Trends  61(4): 755-778.
Buhler, A.G., M. Johnson, M. Leonard, & B. DeVane. (2011). Gaming against plagiarism: A partnership between the library and faculty. Paper presented at the ASEE Annual Conference and Exposition, Conference Proceedings.
Cadieux, S., Beaupré-Lavallée A. (2011). Video games in postsecondary academic libraries. Ubiquitous Learning 3(4): 87-96.
Chen, H. , & J. Huang. (2012). Learning effects of RFID-based game-guided learning in libraries. International Journal of Mobile Communications  10(4): 351-365.
Coelho, H. (2011). Computer games and libraries. Computer games as educational and management tools: Uses and approaches (pp. 52-66).
Copeland, T., B. Henderson, B.Mayer, & S. Nicholson. (2013). Three different paths for tabletop gaming in school libraries. Library Trends  61(4): 825-835.
Fitz-Walter, Z., D. Tjondronegoro, D. Koh, & M. Zrobok. (2012). Mystery at the library: Encouraging library exploration using a pervasive mobile game. Paper presented at the Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI 2012: 142-145.
Giles, K. (2015). No budget, no experience, no problem: Creating a library orientation game for freshman engineering majors. Journal of Academic Librarianship 41(2): 170-177.
Gumulak, S., & S. Webber. (2011). Playing video games: Learning and information literacy. Aslib Proceedings: New Information Perspectives 63(2-3): 241-255.
Guo, Y.R., & D.H. Goh. (2016). Library Escape: User-Centered Design of an Information Literacy Game.  The Library Quarterly 86 (3): 330-355.
Ireton, D., J. Pitts, & B. Ward. 2013. Library discovery through augmented reality: A game plan for academics. International Journal of Technology, Knowledge and Society 9(4): 119-128.
Laskowski, M., & Ward, D.( 2009). Building next generation video game collections in academic libraries. The Journal of Academic Librarianship, 35(3), 267–273.
Leach, G.J., & T.S. Sugarman. (2005). Play to win! using games in library instruction to enhance student learning. Research Strategies 20(3): 191-203.
Leeder, C., K. Markey, & E. Yakel. (2012). A faceted taxonomy for rating student bibliographies in an online information literacy game. College and Research Libraries 73(2): 115-133.
Kim, B.(2012). Harnessing the power of game dynamics: Why, how to, and how not to gamify the library experience . College and Research Libraries News, 73 (8), pp. 465-469.
Markey, K., C. Leeder, & S.Y. Rieh. (2012). Through a game darkly: Student experiences with the technology of the library research process. Library Hi Tech 30(1): 12-34.
Markey, K., F. Swanson, A. Jenkins, B. Jennings, B. Jean, V. Rosenberg., R. Frost. (2009). Will undergraduate students play games to learn how to conduct library research? Journal of Academic Librarianship 35(4): 303-313.
Markey, K. F. Swanson, A. Jenkins, B.J., Jennings, B.S. Jean, V. Rosenberg, & R.L. Frost. (2008). The effectiveness of a web-based board game for teaching undergraduate students information literacy concepts and skills. D-Lib Magazine 14(9-10).
Markey, K., F. Swanson, A. Jenkins, B.J. Jennings, B. Jean, V. Rosenberg, R.L. Frost. (2008). Designing and testing a web-based board game for teaching information literacy skills and concepts. Library Hi Tech 26(4): 663-681.
Markey, K., F. Swanson, C. Leeder, Jr. G.R. Peters, B. J. Jennings, B. Jean, A. Calvetti. (2010). The benefits of integrating an information literacy skills game into academic coursework: A preliminary evaluation. D-Lib Magazine  16(7-8).
Marrapodi, E. J.(2014). Improving health information literacy with games in the virtual world of second life.
Martin, C., & C. Steinkuehler. (2010). Collective information literacy in massively multiplayer online games. E-Learning and Digital Media  7(4): 355-365.
McMunn-Tetangco, E. (2013). If you build it: One campus' firsthand account of gamification in the academic library. College and Research Libraries News  74(4): 208-210.
Nicholson, S. (2009). Go back to start: Gathering baseline data about gaming in libraries. Library Review  58(3): 203-214.
Nicholson, S. ( 2008). How are libraries supporting gaming: A pilot exploration. Proceedings of the ASIST Annual Meeting, 45.
Nicholson, S. (2013). Playing in the past: A history of games, toys, and puzzles in north american libraries. Library Quarterly  83(4): 341-361.
Pimenidis, E. (2007). Developing a computer game for university library induction. Paper presented at the European Conference on Games Based Learning, ECGBL 2007, 215-222.
Powell, A. (2013). Get in the game: Encouraging play and game creation to develop new literacies in the library. Library Trends 61(4): 836-848.
Ramnarine-Rieks, A. (2013). Learning by game design: Exploring its potential in undergraduate information literacy instruction. Proceedings of the ASIST Annual Meeting, 50(1).
Ramnarine-Rieks, A. (2012). Learning through game design: An investigation on the effects in library instruction sessions. Paper presented at the ACM International Conference Proceeding Series, 606-607.
Randall, P.( 2016). Purposeful gaming and the biodiversity heritage library. Journal of Agricultural and Food Information  17(1): 71-76.
Robertson, M.J., & J.G. Jones. (2009). Exploring academic library users' preferences of delivery methods for library instruction g webpage, digital game, and other modalities. Reference and User Services Quarterly 48(3): 259-269.
Rosenstein, J. (2013). Ghost hunters in the library: Using an interactive mystery game for freshman library orientation. College and Research Libraries News  74(7): 350-353.
Schiller, N. (2008). A portal to student learning: What instruction librarians can learn from video game design. Reference Services Review 36(4): 351-365.
Schneider, E., & B. Hutchison. (2015). Referencing the imaginary: An analysis of library collection of role-playing game materials. Reference Librarian  56(3): 174-188.
Smith, F.A. (2007). Games for teaching information literacy skills. Library Philosophy and Practice, 2007(APR.).
Smith, B. (2008).Twenty-first century game studies in the academy: Libraries and an emerging discipline. Reference Services Review, 36 (2), pp. 205-220
Sutton, L., & H.D. Womack. (2006). Got game? hosting game night in an academic library. College and Research Libraries News 67(3): 173-176.
Tewell, E., & K. Angell. (2015). Far from a trivial pursuit: Assessing the effectiveness of games in information literacy instruction. Evidence Based Library and Information Practice 10(1): 20-33.
Thomas, C. M., & J. Clyde. (2013). Game as book: Selecting video games for academic libraries based on discipline specific knowledge. Journal of Academic Librarianship 39(6): 522-527.
Ulicsak, M., and Wright, M. (2010). Games in education: serious games. Bristol, UK: Futurelab.
Wang, L. C., & Chen, M. P. (2010). The effects of type of game strategy and preference-matching on flow experience and performance in learning to program from game-based learning. Innovations in Education and Teaching International, 47(1), 39-52.
Welsch, J. (2008). Playing within and beyond the story: Encouraging book-related pretend play. The Reading Teacher.62(2), 138–148.
Werner, K. (2013). Bringing them in: Developing a gaming program for the library. Library Trends 61(4): 790-801.
Wikipedia. (2016). Video game console. Retrieved Novaembr 19, 2016, from: https://en.wikipedia.org/wiki/Video_game_console
Womack, H.D., S.S Smith, & M.B. Lock. (2015). Large-scale, live-action gaming events in academic libraries: How and why. College and Research Libraries News 76(4): 210-214.