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Syracuse University Libraries

Virtual Information Literacy Live Augmented Game Experience (VILLAGE)

Storyboard

Asset Resource Sites

Game assets include graphics (characters, environments, logos), background music, special effects and sound effects. 

Selected Bibliography

Barker, K. R. (2017). IMAGINATION, ADVENTURE, AND PRACTICAL APPLICATION: VIRTUAL REALITY IN AN ACADEMIC HEALTH SCIENCES LIBRARY. Journal of the Medical Library Association, 105(4), 408–410. https://doi.org/10.5195/jmla.2017.329
Brigham, T. J. (2017). Reality Check: Basics of Augmented, Virtual, and Mixed Reality. Medical Reference Services Quarterly, 36(2), 171–178. https://doi.org/10.1080/02763869.2017.1293987
Frost, M., Goates, M., Cheng, S., & Johnston, J. (2020). Virtual Reality: A Survey of Use at an Academic Library. Information Technology and Libraries (Online), 39(1), 1–12. https://doi.org/10.6017/ital.v39i1.11369
Hannah, M., Huber, S., & Matei, S. A. (2019). Collecting Virtual and Augmented Reality in the Twenty-First Century Library. Collection Management, 44(2–4), 277–295. https://doi.org/10.1080/01462679.2019.1587673
Lischer-Katz, Z., Cook, M., & Boulden, K. (2018). Evaluating the impact of a virtual reality workstation in an academic library: Methodology and preliminary findings. Proceedings of the Association for Information Science and Technology, 55(1), 300–308. https://doi.org/10.1002/pra2.2018.14505501033
Marshall, D. H., DuBose, J., & Archer, P. (2019). Mixed Reality Lab at Mississippi State University Libraries. Public Services Quarterly, 15(1), 51–58. https://doi.org/10.1080/15228959.2018.1554466
Valenti, S., Lund, B., & Wang, T. (2020). Virtual Reality as a Tool for Student Orientation in Distance Education Programs: A Study of New Library and Information Science Students. Information Technology and Libraries (Online), 39(2), 1–12. https://doi.org/10.6017/ital.v39i2.11937