Video games are nearly ubiquitous in the lives of university students. According to a
2008 Pew Internet Research Study (Lenhart et al., 2008), 97% of teens play video
games (para. 3). Most of the people surveyed in 2008 are now college-aged or beyond,
and as they have grown up, games and gaming technologies have been increasingly
integrated into classrooms and research labs. Academic libraries have responded to
this trend with a variety of services. Gaming in academic libraries was initially focused
on outreach with events like game nights and tournaments, but also extended into
collection services to support research and provide students with access to popular
titles. Libraries have also provided space for students to create games, test games, and
participate in game jams.