Gregory, S. (2015). Virtual World, Varsity Sport. Time, 185(12), 44.

Much like the way athletic-gear companies such as Nike and Adidas infiltrated traditional scholastic sports, video-game companies are helping underwrite the college gaming explosion. Riot Games, creator of League of Legends, is offering $360,000 in total scholarship money toplayers who make this year’s collegiate Final Four, more than tripling last year’s prize

My note: recommendation to LRS gaming committee. Can Eric be the LRS rep who can seek collecting an adhoc SCSU team? as per
f we to meet Dennis, Jim and/or Susantha, as recommended by Mark Vargas, the conversation needs to go that direction. Matt Barton definitely will be interested.
If we to consider the second and third higher level (how to gamify the educational process) or the educational methodology of gaming, I think we have to prepare the argument at LRS (as recommended by someone with a terminal degree in education or at least strong interest in pedagogy).

More on gaming at IMS blog

more on gamification at IMS blog


Gender, Identity, and Video Games

Gender, Identity, and Video Games

Thursday, February 19, 2015

Northrop — Best Buy Theater

Video game demos: 3-4:15pm

Discussion: 4:15-5:30pm

Join us for a discussion about the structural inequalities and prejudices present within the video games culture and industry from a variety of viewpoints. We will explore the ways underrepresented genders and races historically have been treated in technological sectors and how they are specifically manifested in video game culture. We will hear from scholars, students, and members of the broader community in the Twin Cities. Before the event, participate in a social exhibition of games made by students and local developers. Light refreshments will be provided.

Amy Elizabeth Neeser
Research Services & Plant Sciences Librarian

Experts@Minnesota Communications Lead

University of Minnesota
85 Magrath Library
1984 Buford Ave | Saint Paul, MN 55108

(612) 624-7899

library collection of video games

If you have a video game collection, how does your institution curate and preserve games that are in collections?  Do you have advice for selectors on what kinds of file formats to choose, or what techniques are required to ensure the long term usability of the games?


Simon W. Lee, MLIS

Inquiry Librarian

Lead, Learning Technologies

UCLA College (Powell) Library


220 Powell Library Building, Box 951450

Los Angeles, CA, 90095-1450

(310) 825-6726

How Technology Wires the Learning Brain

How Technology Wires the Learning Brain

“It’s a matter of finding balance,” he said. “Upgrade the technology skills of older ‘digital immigrants,’ and help young kids improve social skills.”

On one hand, we’re trained not to think deeply about subjects when we text quick snippets, Tweet short thoughts,
On the other hand, technology trains the brain to be nimble and to process new ideas quickly. We become more open to new ideas, and communicate more freely and frequently.