Résumés
Abstract
Objective – This article reviewed twelve years of circulation data related to loss and damage of video game equipment, specifically consoles, game controllers, and gaming peripherals such as steering wheels, virtual reality headsets, and joysticks in an academic library collection.
Methods – The authors analyzed data gathered from game equipment bibliographic and item records. Only data related to the console system, game controllers, and peripherals such as steering wheels, virtual reality headsets, and joysticks were evaluated for rate of circulation, loss, and damage. Cables and bags were not evaluated because the replacement cost for these items is negligible when considering long-term budgeting and maintenance of a game collection.
Results – The majority of video game equipment can be circulated without unsustainable loss or damage. The library has been able to continue circulating video game equipment without undue replacement costs or loss of access for its patrons.
Conclusion – Although equipment will occasionally break or be lost, libraries should not let this unduly affect consideration when starting a video game collection.
Veuillez télécharger l’article en PDF pour le lire.
Télécharger
Parties annexes
Bibliography
- Buller, R. (2017). Lending video game consoles in an academic library. portal: Libraries and the Academy, 17(2), 337–346. https://doi.org/10.1353/pla.2017.0020
- Byers, F. R. (2003). Care and handling of CDs and DVDs: A guide for librarians and archivists. Council on Library and Information Resources. https://doi.org/10.6028/nist.sp.500-252
- Cross, E., Mould, D., & Smith, R. (2015). The protean challenge of game collections at academic libraries. New Review of Academic Librarianship, 21(2), 129-145. https://doi.org/10.1080/13614533.2015.1043467
- Entertainment Software Association. (2022, June). 2022 essential facts about the video game industry. https://www.theesa.com/wp-content/uploads/2022/06/2022-Essential-Facts-About-the-Video-Game-Industry.pdf
- Gallagher, S., & Park, S. H. (2002). Innovation and competition in standard-based industries: A historical analysis of the US home video game market. IEEE Transactions on Engineering Management, 49(1), 67–82. https://doi.org/10.1109/17.985749
- Goodridge, M., & Rohweder, M. J. (2021). Librarian's guide to games and gamers: From collection development to advisory services. Libraries Unlimited.
- Greenwood, J. T. (2013). Taking it to the stacks: An inventory project at the University of Mississippi Libraries. Journal of Access Services, 10(2), 77–89. https://doi.org/10.1080/15367967.2013.762266
- LeBlanc, K. (2021). The quagmire of video game preservation. Information Today, 38(5), 16–17.
- Loesch, M. F. (2011). Inventory redux: A twenty-first century adaptation. Technical Services Quarterly, 28(3), 301–311. https://doi.org/10.1080/07317131.2011.571636
- McDonough, J., Olendorf, R., Kirschenbaum, M., Kraus, K., Reside, D., Donahue, R., Phelps, A., Egert, C., Lowood, H., & Rojo, S. (2010). Preserving virtual worlds: Final report. National Digital Information Infrastructure and Preservation Program. http://hdl.handle.net/2142/17097
- Panuncial, D. (2019). Librarians, start new game: How academic librarians support videogame scholars. American Libraries, 50(11/12), 42–45. https://americanlibrariesmagazine.org/2019/11/01/librarians-start-new-game-videogame-collections/
- Robbins, M. B. (2016). Invest in the classics. Library Journal, 141(13), 58. https://www.libraryjournal.com/story/invest-in-the-classics-games-gamers-gaming-august-2016
- Robson, D., Parks, S., & Miller, E. D. (2017). Building game collections in academic libraries: A case study at the University of North Texas. In M. Robison & L. Shedd (Eds.), Audio recorders to zucchini seeds: Building a library of things (pp. 171–186). Libraries Unlimited.
- Robson, D., Sassen, C., & Rodriguez, A. (2020). Advances in academic video game collections. The Journal of Academic Librarianship, 46(6), 102233. https://doi.org/10.1016/j.acalib.2020.102233
- Williams, J. M., & Chimato, M. C. (2008). Gaming in D.H. Hill Library, NC State University. In A. Harris & S. E. Rice (Eds.), Gaming in academic libraries: Collections, marketing, and information literacy (pp. 66–75). Association of College and Research Libraries.