answer 1734


Lexis Academic, University News, Chronicle of Higher Education, past 2 years gets 13 hits for the search: video games. These don't come right out and mention libraries specifically, but it is clear that some voice pointed concern about video games interfering with student's work. For example, a letter in CHE Feb 24, 2006; "Disengaged' Students Are the Victims, Not the Culprits" says: "All too eagerly, colleges augment the [pop-culture] trend, handing out iPods and dignifying video games like Grand Theft Auto as worthy of study." In the September 2, 2005 issue, "Logging On, Tuning Out" quotes a few health officials and medical professionals on the question of students’ addiction to computer games. One article, "For Many Students, One Computer Is Not Enough", mentions the overloading of campus computer infrastructure.

University Wire gets 645 hits on the search: video games, but the search: video games and libraries is mainly "pro" video games – at least to the extent of collecting them as important social and cultural artifacts. Rather than plowing through 645 hits in hopes of finding something that implies disagreement with libraries’ collecting these games, I would try a number of other words. Video games and students cuts those 645 University Wire hits down to 186. A quick scan finds "Video games distract students from classes" Staff Editorial, Sidelines; SOURCE: Middle Tennessee State U. April 16, 2007.

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