Blurred Lines—between virtual reality games, research, and education
dc.audience | Audience::Audiovisual and Multimedia Section | |
dc.audience | Audience::Information Technology Section | |
dc.conference.sessionType | Audiovisual and Multimedia with Information Technology | |
dc.conference.venue | Kuala Lumpur Convention Centre | |
dc.contributor.author | Greene, David | |
dc.contributor.author | Groenendyk, Michael | |
dc.date.accessioned | 2025-09-24T09:07:37Z | |
dc.date.available | 2025-09-24T09:07:37Z | |
dc.date.issued | 2017 | |
dc.description.abstract | Immersive computing technologies, such as virtual and augmented reality headsets, are increasingly being adopted by library makerspaces and technology commons in both public and academic libraries. Through the use of HMDs (head-mounted displays), these technologies allow users to be transported to places real or imagined (VR) or to overlay convincing digital objects onto the real world (AR). However, do VR and AR truly have a place in the library context? Do these technologies simply provide new ways to play video games, or do they offer something more? Is the purchase of this often expensive equipment yet justified? In our paper, we argue that AR and VR technologies have a major potential to impact the library services of the future by introducing radical new forms of immersive media, and by also providing new ways to interact with existing forms of media. For this reason, we believe that libraries and librarians are justified in experimenting with virtual and augmented reality in their current, nascent forms, so that they might avoid playing catch-up in the future. We then discuss the ways in which the line between education and entertainment is blurred, and how the new immersive and participatory media enabled by VR and AR further contribute to breaking down this false dichotomy. In conclusion, we provide practical advice to libraries of all types and budgets for how to implement a VR/AR service based on our experience establishing one at the McGill University Library. | en |
dc.identifier.citation | BBC. “Virtual Reality.” (2018). Retrieved from https://www.bbc.co.uk/virtualreality Charbonneau, Olivier. (2015, April 15). What about games in academic libraries? [blog post]. Retrieved from http://www.outfind.ca/2015/04/15/what-about-games-in-academic-libraries/ Everett-Green, Robert. “Robert Lepage Takes Montrealers on a Fanciful Virtual Tour of 10 World Libraries.” (2017, March 25). The Globe and Mail. Retrieved from https://www.theglobeandmail.com/arts/art-and-architecture/montreals-grande-bibliotheque-takes-visitors-on-fanciful-virtual-tour/article27509647/ Harris, A., & Rice, S. E. (2008). Gaming in academic libraries: Collections, marketing, and information literacy. Chicago: Association of College and Research Libraries. Lambert, K. (2017, June 7). “Oculus Rift Pilot Brings Virtual Reality To California Libraries”. Public Libraries Online. Retrieved from http://publiclibrariesonline.org/2017/06/oculus-rift-pilot-brings-virtual-reality-to-california-libraries/ Marley, M. (2016, December 5th). The Impact of Virtual Reality on Education. Engadget. Retrieved from https://www.engadget.com/2016/05/12/the-impact-of-virtual-reality-on-education/ Massis, B. (2015). Using virtual and augmented reality in the library. New Library World, 116(11/12), 796-799. Muncy, J. (2018, January 11th). HTC'S most important CES announcement isn’t the new Vive Pro headset. Wired. Retrieved from https://www.wired.com/story/htc-wireless-vr/ “The New York Times VR.” (2018). The New York Times. Retrieved from http://www.nytimes.com/marketing/nytvr/ Robinson, L. (2015b). Immersive information behaviour: using the documents of the future. New library world, 116(3/4), 112-121. Robinson, L. (2015a). Multisensory, pervasive, immersive: toward a new generation of documents. Journal for the Association of Information Science and Technology, 66(8), 1734-1737. Scoble, Robert, and Shel Israel (2017). The Fourth Transformation: How Augmented Reality and Artificial Intelligence Change Everything. Toronto Public Library. (2018). Virtual Reality Experience. Retrieved from https://www.torontopubliclibrary.ca/detail.jsp?Entt=RDMEVT343833&R=EVT343833 Varnum, K. J. (2017). Predicting the future: library technologies to keep in mind. International Information & Library Review, 49(3), 201-206. | |
dc.identifier.relatedurl | https://2018.ifla.org/ | |
dc.identifier.uri | https://repository.ifla.org/handle/20.500.14598/6281 | |
dc.language.iso | en | |
dc.rights | Attribution 4.0 International | |
dc.rights.accessRights | open access | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject.keyword | Virtual reality | |
dc.subject.keyword | augmented reality | |
dc.subject.keyword | video games | |
dc.subject.keyword | library | |
dc.subject.keyword | services | |
dc.title | Blurred Lines—between virtual reality games, research, and education | en |
dc.type | Article | |
ifla.Unit | Section:Audiovisual and Multimedia Section | |
ifla.Unit | Section::Information Technology Section | |
ifla.oPubId | https://library.ifla.org/id/eprint/2133/ |
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