Abstract
The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move beyond collections largely based on console video games. This article will advance the discussion by considering emerging issues to support access to the full range of games. The article will use examples from Carleton University Library, Ottawa, which has been developing a game collection since 2008.
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Notes
1In Fall 2014, there were a total of 444 full time students registered in game development courses at Carleton University in the School of Computer Science and the School of Information Technology. See for examples of student-created games.
2Resource Description and Access (RDA) is the current standard for descriptive library cataloguing adopted by national libraries including the Library of Congress and Library and Archives Canada from April 2013. See http://www.rdatoolkit.org
3Online Audiovisual Catalogers Inc. (OLAC), Cataloguing Policy Committee, Video Games Best Practices Task Force. “Best practices for cataloging video games using RDA and MARC 21,” to be released in 2015. For further information see the OLAC website http://www.olacinc.org/drupal/
4Demand driven acquisition (DDA) refers to the purchase of library materials based on selection by patrons in the catalogue.