Collaborators
Laura Baldassari-Hackstaff
Douglas County Libraries, University of Denver MLIS student
Beth Dalton
Douglas County Libraries, University of Denver MLIS
Kyle Harmon
Cherry Creek School District, University of Denver MLIS student
Amy Holzworth
Poudre River Public Library District, University of Denver MLIS
Why Books-To-Games?
The program links teens' enjoyment of electronic games with reading.
"Reading relates to other leisure activities of young adults."
From Ross, C. S., McKechnie, L., & Rothbauer, P. (2006). Reading matters: What the research reveals about reading, libraries, and community. Westport, CT: Libraries Unlimited.
The program creates an interest in the fiction and nonfiction book titles which the electronic games are based on.
James Paul Gee, a leading author on the subject of integrating electronic games into education, writes that "This is the phenomenon we see over and over again...that kids will read at a level over their head if it's in these areas where they've really been turned on by these games...I see gaming as an important activity that has got to be linked to a number of other activities".
From Prensky, M. (2006). Don't bother me mom- I'm learning! St. Paul, MN: Paragon House.
The program creates the realization that books are a source of enjoyment.
Christopher Paolini, the author of Eragon, a 2003 fiction title that has been made into an electronic game, is quoted as saying that Myst was one of his favorite video games when he was growing up because it was "more like...novels than games." He goes on to say that "I'm thrilled that so many readers have connected with Eragon's story" by playing the Eragon computer game.
From Peekham, A. (Ed.). (2006). Eragon: The official guide. Roseville, CA: Prima Games.

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