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.
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.
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.
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.
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.