This paper aims to examine the various practices employed by libraries in the city ofUmeå in regards to the collection development of their video game selection.In addition to directly examining this process, it will also seek to develop anunderstanding of how different factors impact it, such as technical aspects, ageratings, genres, and game platforms. The study was conducted using both aqualitative and quantitative method, using interviews to gather insights fromlibrarians and a variety of statistical sources to build an image of the contents of thelibrary. The results indicated that the collection development endeavors were bothless frequent and needed compared to the book collections, in great part due to thelimited size of the selection. It was also found that the collections that did exist weregreatly influenced by the library patrons that engaged with them, with the cataloguemostly mirroring the demand in proportion, with the outlier of Nintendo Switchgames. Finally, a potential issue regarding the future of video game acquisition wasraised due to the evolving digital market potentially rendering library servicesobsolete or too expensive. In conclusion, this study found that unless the videogame market drastically shifts course from its digitalization the services librariesprovide in regards to this medium has to adapt to stay relevant to public interests
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-207844 |
Date | January 2023 |
Creators | Beckeman, Daniel |
Publisher | Umeå universitet, Sociologiska institutionen |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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