Game Arcade di Perpustakaan: Peran Video Games Bagi Perpustakaan Perguruan Tinggi

Suci Yanti Ramadhan

Abstract


Artikel ini merupakan studi literatur yang membahas peran video games dalam pelaksanaan kegiatan di perpustakaan perguruan tinggi Di Indonesia sendiri jarang ditemukan perpustakaan yang memanfaatkan video game untuk menarik pemustaka. Walaupun masih ada keraguan tentang instalasi video game di perpustakaan, namun penelitian-penelitian yang ada membuktikan bahwa video games mempunyai manfaat bagi perpustakaan. Video game yang menarik dan edukatif dapat meningkatkan keterlibatan sekaligus menambah pengetahuan pemustaka dengan cara yang menyenangkan. Hasil yang didapatkan dari pembahasan artikel ini yaitu video game tidak hanya memberi manfaat saja namun efektif untuk membangun komunitas dan meningkatkan minat kunjung serta penggunaan sumber-sumber perpustakaan.

Kata Kunci: video games, pemustaka, perpustakaan perguruan tinggi. minat kunjung


Full Text:

PDF

References


Adams, S. S. (2009a). The case for video games in libraries. Library Review, 58(3), 196–

doi:10.1108/00242530910942045

Adams, S. S. (2009b). What Games Have to Offer: Information Behavior and

MeaningMaking in Virtual Play Spaces. Library Trends, 57(4), 676–693.

Bird, Amanda, Kelly Rhodes McBride, and Elizabeth Cramer. n.d. “Modeling ACRL’s

Standards for Libraries in Higher Education: A Path to Creating a Culture of Assessment |

Bird | College & Research Libraries News.” doi:

https://doi.org/10.5860/crln.75.11.9228.

Carlile, Heather. 2007. “The Implications of Library Anxiety for Academic Reference

Services: A Review of Literature.” Australian Academic & Research Libraries 38(2):129–

doi: 10.1080/00048623.2007.10721282.

Felker, Kyle, and Eric Phetteplace. 2014. “Gamification in Libraries: The State of the Art.”

Reference & User Services Quarterly 54(2):19–23.

Bishoff, C., Farrell, S. L., & Neeser, A. E. (2015). Outreach, Collaboration, Collegiality:

Evolving Approaches to Library Video Game Services. Journal of Library

Innovation, 6(1), 92-109.

Brown, R. T., & Kasper, T. (2013). The Fusion of Literacy and Games: A Case Study in

Assessing the Goals of a Library Video Game Program. Library Trends, 61(4),

- 778. doi:10.1353/lib.2013.0012

Nicholson, S. (2009). Go back to start: gathering baseline data about gaming in libraries.

Library Review, 58(3), 203–214. doi:10.1108/00242530910942054

Waelchli, P. (2010). Playing with Process: Video Game Choice as a Model of Behavior.

Public Services Quarterly, 6(4), 380-388. doi:10.1080/15228959.2010.521091

Bosman, Sander. (2019). Women Account for 46% of All Game Enthusiasts: Watching

Game Video Content and Esports Has Changed How Women and Men Alike

Engage with Games, dalam https://newzoo.com/insights/articles/womenaccount-for-46-of-all-game-enthusiasts-watching-game-video-content-andesports-has-changed-how-women-and-men-alike-engage-withgames/?utm_campaign=Games%20Market%20Report&utm_source=hs_automa

tion&utm_medium=email&utm_content=76474808&_hsenc=p2ANqtz--

y3TolUhXEGg0A2ZVdoU2c99a5BpBaDrMmwRjYdHwoMp3SjoOwVizBoBymoZ-

zz8oeCH1Q_cFywd9wGrUDsQ0YQS-YA&_hsmi=76474808, diakses tanggal 18

Desember 2019.




DOI: http://dx.doi.org/10.17977/um008v4i22020p148-153

Refbacks

  • There are currently no refbacks.






BIBLIOTIKA indexed by:

                                       


BIBLIOTIKA : Jurnal Kajian Perpustakaan dan Informasi
Prodi Ilmu Perpustakaan, Jurusan Sastra Indonesia, Fakultas Sastra, Universitas Negeri Malang (UM)

Lisensi Creative Commons

BIBLIOTIKA : Jurnal Kajian Perpustakaan dan Informasi is licensed under Creative Commons Attribution-ShareAlike 4.0 International License
| Visitor Statistic