游戏:学术图书馆如何通过游戏优先考虑学生的心理健康和幸福

Megan Kimberley Nance
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摘要

在过去的十年里,越来越多的人意识到需要为大学生提供整体支持。随着心理健康问题的比率持续上升,高等教育机构正在加强合作,以在校园内提供更多的心理健康支持。虽然学术图书馆通常负责支持其母公司对学术成功以及学生和教师研究计划的承诺,但越来越明显的是,优先考虑社区的心理健康在实现这些目标方面起着关键作用。因此,许多学术图书馆已经开始利用游戏的方法来支持他们的赞助人的心理健康和幸福。许多机构全年都提供最常见的美术用品、视频游戏机/游戏,以及乐高积木和培乐多积木等动态资源,而涂色和手工制作等活动每月都有,临近期中和期末的时候会增加。本文将利用年度报告、学术文章和图书馆网站的组合来确定和传达趋势、新出现的实践和计划。
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Playing for Keeps: How academic libraries are prioritizing student mental health and well-being through play
Over the past decade there has been an increasing awareness of the need for wholistic means of support for college and university students. With the rate of mental health concerns continuing to rise, institutions of higher education are working more collaboratively to create increased access to mental health support on campuses. Although academic libraries have customarily been responsible for bolstering their parent institution’s commitment to academic success as well as student and faculty research initiatives – it has become increasingly clear that prioritizing their community’s mental health plays a critical role in achieving these goals. As a result, many academic libraries have begun utilizing methods of play to support the mental health and wellbeing of their patronage. Most commonly art supplies, videogame consoles/games, and kinetic resources such as Legos and Play-Doh are offered year-round for check out at many institutions, while events including coloring and crafting opportunities are offered monthly with an increased presence near midterms and finals. This paper will utilize a combination of annual reports, scholarly articles, and library websites to identify and convey trends, emerging practices, and initiatives. 
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Playing for Keeps: How academic libraries are prioritizing student mental health and well-being through play
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