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In this Issue

Table of Contents

  1. The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program
  2. Ron T. Brown, Tamara Kasper
  3. pp. 755-778
  4. DOI: https://doi.org/10.1353/lib.2013.0012
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  1. Tales from Play It Loud
  2. Thomas Maluck
  3. pp. 779-789
  4. DOI: https://doi.org/10.1353/lib.2013.0014
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  1. Bringing Them In: Developing a Gaming Program for the Library
  2. Kat Werner
  3. pp. 790-801
  4. DOI: https://doi.org/10.1353/lib.2013.0015
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  1. No Muggles in the Library Tonight! Harry Potter Night at an Academic Library
  2. Mary J. Snyder Broussard
  3. pp. 814-824
  4. DOI: https://doi.org/10.1353/lib.2013.0017
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  1. Three Different Paths for Tabletop Gaming in School Libraries
  2. Teresa Copeland, Brenda Henderson, Brian Mayer, Scott Nicholson
  3. pp. 825-835
  4. DOI: https://doi.org/10.1353/lib.2013.0018
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  1. Get in the Game: Encouraging Play and Game Creation to Develop New Literacies in the Library
  2. Annmarie Powell
  3. pp. 836-848
  4. DOI: https://doi.org/10.1353/lib.2013.0011
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  1. Index to Volume 61
  2. Justine Carson
  3. pp. 849-883
  4. DOI: https://doi.org/10.1353/lib.2013.0013
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  1. Introduction
  2. Scott Nicholson
  3. pp. 751-754
  4. DOI: https://doi.org/10.1353/lib.2013.0019
  5. restricted access