Abstract
The goal of this paper is to provide a systematic review of the literature on the adoption of video games by educational institutions and libraries in order to facilitate learning and literacy including information literacy among adolescents and young adults. Relevant documents published in a variety of databases between 2003 and 2015 were identified and analyzed. The literature review was organized around five emerging areas: video game literacy, video games in education, game design benefits, video games for reading and writing, and video games and public libraries. These categories are further discussed in this paper. The paper also summarizes the main problems and challenges libraries and educational institutions face in the adoption of video games. Suggestions how public libraries can use video games to attract more users are provided.
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Pervolaraki, IE., Garoufallou, E., Siatri, R., Zafeiriou, G., Virkus, S. (2015). How Can Video Games Facilitate Information Literacy?. In: Kurbanoglu, S., Boustany, J., Ĺ piranec, S., Grassian, E., Mizrachi, D., Roy, L. (eds) Information Literacy: Moving Toward Sustainability. ECIL 2015. Communications in Computer and Information Science, vol 552. Springer, Cham. https://doi.org/10.1007/978-3-319-28197-1_35
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