How Can Video Games Facilitate Information Literacy?

  • Ioanna-Ersi PervolarakiEmail author
  • Emmanouel Garoufallou
  • Rania Siatri
  • Georgia Zafeiriou
  • Sirje Virkus
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 552)


The goal of this paper is to provide a systematic review of the literature on the adoption of video games by educational institutions and libraries in order to facilitate learning and literacy including information literacy among adolescents and young adults. Relevant documents published in a variety of databases between 2003 and 2015 were identified and analyzed. The literature review was organized around five emerging areas: video game literacy, video games in education, game design benefits, video games for reading and writing, and video games and public libraries. These categories are further discussed in this paper. The paper also summarizes the main problems and challenges libraries and educational institutions face in the adoption of video games. Suggestions how public libraries can use video games to attract more users are provided.


Video games Public libraries Adolescents Young adults Literacy Information literacy Game literacy Education Literature review Game design benefits Reading and writing 


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Authors and Affiliations

  • Ioanna-Ersi Pervolaraki
    • 1
    • 2
    Email author
  • Emmanouel Garoufallou
    • 1
    • 2
  • Rania Siatri
    • 1
  • Georgia Zafeiriou
    • 1
  • Sirje Virkus
    • 3
  1. 1.Department of Library Science and Information SystemsAlexander Technological Educational Institute (ATEI) of ThessalonikiThessalonikiGreece
  2. 2.Alcala UniversityAlcalá de HenaresSpain
  3. 3.Institute of Information Studies, Tallinn UniversityTallinnEstonia

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