Gaming und Bibliotheken / / Christoph Deeg.
Using a theoretical review as a foundation, this volume for the first time provides a comprehensive review of the manifold possibilities for the use of gaming in libraries. It presents new trends in gaming as well as current activities being conducted by libraries to reveal the growing impact of gam...
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Superior document: | Praxiswissen, |
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Place / Publishing House: | Berlin, [Germany] ;, Boston, Massachusetts : : Walter de Gruyter,, 2014. ©2014 |
Year of Publication: | 2014 |
Language: | German |
Series: | łkPraxiswissen.
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Physical Description: | 1 online resource (180 pages) :; illustrations. |
Notes: | Description based upon print version of record. |
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Deeg, Christoph, author. Gaming und Bibliotheken / Christoph Deeg. De Gruyter 2014 Berlin, [Germany] ; Boston, Massachusetts : Walter de Gruyter, 2014. ©2014 1 online resource (180 pages) : illustrations. text txt computer c online resource cr text file rda Praxiswissen, 2193-0198 Description based upon print version of record. Using a theoretical review as a foundation, this volume for the first time provides a comprehensive review of the manifold possibilities for the use of gaming in libraries. It presents new trends in gaming as well as current activities being conducted by libraries to reveal the growing impact of gaming on the transmission of culture and knowledge. Also available in print form. German Frontmatter -- Vorwort -- Inhalt -- Verwendete Marginalien -- Für wen ist dieses Buch gedacht? -- Wie ist dieses Buch aufgebaut? -- Level 1: Was bedeutet eigentlich Gaming? -- Wer sind eigentlich diese Gamer? -- Gaming und Lernen -- Level 2: Gaming in Bibliotheken -- Level 3: Hardware - mächtige Gaming-Werkzeuge in der Bibliothek -- Level 4: Games! ;-) -- Level 5: Gaming als Bestandsthema? -- Level 6: Services und Aktivitäten mit Games -- Level 7: Erste Schritte zur ultimativen Gaming-Bibliothek -- Level 8: Das ultimative Nachwort -- Über den Autor This eBook is made available Open Access. Unless otherwise specified individually in the content, the work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives (CC BY-NC-ND) license: https://creativecommons.org/licenses/by-nc-nd/3.0 https://www.degruyter.com/dg/page/open-access-policy Description based on online resource; title from PDF title page (ebrary, viewed September 16, 2015). Libraries Activity programs. Libraries Special collections Games. Libraries Special collections. Gaming. computer games. Germany. fast (OCoLC)fst01210272 Print version: 9783110312713 łkPraxiswissen. |
language |
German |
format |
eBook |
author |
Deeg, Christoph, |
spellingShingle |
Deeg, Christoph, Gaming und Bibliotheken / Praxiswissen, Frontmatter -- Vorwort -- Inhalt -- Verwendete Marginalien -- Für wen ist dieses Buch gedacht? -- Wie ist dieses Buch aufgebaut? -- Level 1: Was bedeutet eigentlich Gaming? -- Wer sind eigentlich diese Gamer? -- Gaming und Lernen -- Level 2: Gaming in Bibliotheken -- Level 3: Hardware - mächtige Gaming-Werkzeuge in der Bibliothek -- Level 4: Games! ;-) -- Level 5: Gaming als Bestandsthema? -- Level 6: Services und Aktivitäten mit Games -- Level 7: Erste Schritte zur ultimativen Gaming-Bibliothek -- Level 8: Das ultimative Nachwort -- Über den Autor |
author_facet |
Deeg, Christoph, |
author_variant |
c d cd |
author_role |
VerfasserIn |
author_sort |
Deeg, Christoph, |
title |
Gaming und Bibliotheken / |
title_full |
Gaming und Bibliotheken / Christoph Deeg. |
title_fullStr |
Gaming und Bibliotheken / Christoph Deeg. |
title_full_unstemmed |
Gaming und Bibliotheken / Christoph Deeg. |
title_auth |
Gaming und Bibliotheken / |
title_alt |
Frontmatter -- Vorwort -- Inhalt -- Verwendete Marginalien -- Für wen ist dieses Buch gedacht? -- Wie ist dieses Buch aufgebaut? -- Level 1: Was bedeutet eigentlich Gaming? -- Wer sind eigentlich diese Gamer? -- Gaming und Lernen -- Level 2: Gaming in Bibliotheken -- Level 3: Hardware - mächtige Gaming-Werkzeuge in der Bibliothek -- Level 4: Games! ;-) -- Level 5: Gaming als Bestandsthema? -- Level 6: Services und Aktivitäten mit Games -- Level 7: Erste Schritte zur ultimativen Gaming-Bibliothek -- Level 8: Das ultimative Nachwort -- Über den Autor |
title_new |
Gaming und Bibliotheken / |
title_sort |
gaming und bibliotheken / |
series |
Praxiswissen, |
series2 |
Praxiswissen, |
publisher |
De Gruyter Walter de Gruyter, |
publishDate |
2014 |
physical |
1 online resource (180 pages) : illustrations. Also available in print form. |
contents |
Frontmatter -- Vorwort -- Inhalt -- Verwendete Marginalien -- Für wen ist dieses Buch gedacht? -- Wie ist dieses Buch aufgebaut? -- Level 1: Was bedeutet eigentlich Gaming? -- Wer sind eigentlich diese Gamer? -- Gaming und Lernen -- Level 2: Gaming in Bibliotheken -- Level 3: Hardware - mächtige Gaming-Werkzeuge in der Bibliothek -- Level 4: Games! ;-) -- Level 5: Gaming als Bestandsthema? -- Level 6: Services und Aktivitäten mit Games -- Level 7: Erste Schritte zur ultimativen Gaming-Bibliothek -- Level 8: Das ultimative Nachwort -- Über den Autor |
isbn |
9783110395914 (ebook) 9783110312836 (PDF ebook) 9783110312713 |
issn |
2193-0198 |
callnumber-first |
Z - Library Science |
callnumber-subject |
Z - Books and Writing |
callnumber-label |
Z716 |
callnumber-sort |
Z 3716.33 D44 42014 |
geographic |
Germany. fast (OCoLC)fst01210272 |
geographic_facet |
Germany. |
illustrated |
Illustrated |
dewey-hundreds |
000 - Computer science, information & general works |
dewey-tens |
020 - Library & information sciences |
dewey-ones |
025 - Library operations |
dewey-full |
025.5 |
dewey-sort |
225.5 |
dewey-raw |
025.5 |
dewey-search |
025.5 |
oclc_num |
890089684 891760940 |
work_keys_str_mv |
AT deegchristoph gamingundbibliotheken |
status_str |
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cr |
hierarchy_parent_title |
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container_title |
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