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  1. Home /
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  3. Number 5 / September-October 2006

Number 5 / September-October 2006

DOI: https://doi.org/10.5860/ltr.42n5
Published: 2006-09-01
  • Introduction

    Jenny Levine
    5-9
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  • Chapter 1: Why Gaming?

    Jenny Levine
    10-17
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  • Chapter 2: The Gaming Generation

    Jenny Levine
    18-23
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  • Chapter 3: Gaming Setups Common in Libraries

    Jenny Levine
    24-30
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  • Chapter 4: Case Studies: School Libraries

    Jenny Levine
    31-37
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  • Chapter 5: Case Studies: Academic Libraries

    Jenny Levine
    38-44
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  • Chapter 6: Case Studies: Public Libraries

    Jenny Levine
    45-55
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  • Chapter 7: Future Intersections

    Jenny Levine
    56-59
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  • Chapter 8: Conclusion What Librarians Can Learn from Gamers

    Jenny Levine
    60-62
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  • Chapter 9: Bibliography and Resources

    Jenny Levine
    63-67
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  • Appendixes

    Jenny Levine
    68-80
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