Considerations and challenges for collecting digital games in academic libraries
Academic libraries face a serious obstacle that will inhibit their ability to continue growing robust video game collections. The gaming industry is increasingly moving toward the digital distribution of games, making games available as digital downloads licensed to single end-user consumers from on...
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Published in | The Journal of academic librarianship Vol. 50; no. 5; p. 102931 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Elsevier Inc
01.09.2024
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Subjects | |
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Abstract | Academic libraries face a serious obstacle that will inhibit their ability to continue growing robust video game collections. The gaming industry is increasingly moving toward the digital distribution of games, making games available as digital downloads licensed to single end-user consumers from online storefronts rather than releasing games on physical media like discs or cartridges. Libraries have adapted to similar shifts in the distribution of books and audiovisual materials largely by licensing content from ebook and digital video vendors, but there are currently no such vendors or platforms set up to license digital games to libraries in ways comparable to these other kinds of electronic resources. This paper reports on findings from interviews with librarians at 13 academic libraries in the US who are beginning to explore digital game collecting efforts, presenting some of the key considerations for how libraries might approach digital game licenses as well as the major challenges, issues, and factors that will influence digital game collecting. While digital game collecting will require engagement with game publishers and other stakeholders, this research seeks to establish a shared understanding among academic librarians of their own needs and priorities for this emerging collecting area. |
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AbstractList | Academic libraries face a serious obstacle that will inhibit their ability to continue growing robust video game collections. The gaming industry is increasingly moving toward the digital distribution of games, making games available as digital downloads licensed to single end-user consumers from online storefronts rather than releasing games on physical media like discs or cartridges. Libraries have adapted to similar shifts in the distribution of books and audiovisual materials largely by licensing content from ebook and digital video vendors, but there are currently no such vendors or platforms set up to license digital games to libraries in ways comparable to these other kinds of electronic resources. This paper reports on findings from interviews with librarians at 13 academic libraries in the US who are beginning to explore digital game collecting efforts, presenting some of the key considerations for how libraries might approach digital game licenses as well as the major challenges, issues, and factors that will influence digital game collecting. While digital game collecting will require engagement with game publishers and other stakeholders, this research seeks to establish a shared understanding among academic librarians of their own needs and priorities for this emerging collecting area. |
ArticleNumber | 102931 |
Author | Lanham, Chloe Post, Colin Reed, Jerry |
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Cites_doi | 10.1177/0964663918787221 10.1300/J111v42n03_12 10.1080/01462679.2023.2255561 10.1108/01604950810886040 10.5210/fm.v11i7.1364 10.1080/00987913.2014.923369 10.1016/j.acalib.2012.01.003 10.1109/MCE.2020.3032778 10.17161/jcel.v1i1.5919 10.5860/crl.78.5.675 10.1108/02641610410538586 10.1300/J111v42n03_03 10.1300/J101v17n33_02 10.1016/j.acalib.2020.102233 10.1017/alj.2018.29 10.1002/asi.23875 10.5860/rbm.22.2.63 10.4337/ielr.2018.02.03 10.1080/00987913.2022.2097849 10.1080/00987913.2022.2132090 10.3983/twc.2018.1516 10.1108/00907320810873066 10.1177/1354856511433688 10.1086/671913 10.1108/00242530910942054 10.1300/J122v27n04_06 |
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Santa Cruz publication-title: Science & Technology Libraries doi: 10.1300/J122v27n04_06 contributor: fullname: Kane |
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Title | Considerations and challenges for collecting digital games in academic libraries |
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