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<ul><li>see themselves as a hero
on a quest. </li></ul><ul><li>are willing to experiment and keep trying. </li></ul><ul><li>are willing to seek expertise and ask for help. </li></ul><ul><li>desire to collaborate. </li></ul><ul><li>learn from their mistakes and can adapt quickly. </li></ul>Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.
<ul><li>thrive on fast decision-making &
good at prioritizing. </li></ul><ul><li>are willing to take risks. </li></ul><ul><li>are very good at multitasking and continuous partial attention. </li></ul><ul><li>are constantly seeking to be challenged. </li></ul><ul><li>are proactive rather than reactive. </li></ul>Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.
<ul><li>are format-agnostic. </li></ul><ul><li>want to do
their own research and figure things out for themselves (no spoon-feeding). </li></ul><ul><li>are used to creating content. </li></ul><ul><li>expect interaction, rewards, customization, and multiple paths. </li></ul><ul><li>have an inherent distrust of bosses. </li></ul>Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.
<ul><li>a place to store stacks
of paper </li></ul><ul><li>a place where people can take books off of the shelves </li></ul><ul><li>a collection of fiction </li></ul><ul><li>a place where children can learn to read </li></ul><ul><li>a music store </li></ul><ul><li>a movie theatre/movie rental store </li></ul><ul><li>a computer lab </li></ul><ul><li>a café </li></ul>
<ul><li>"One kid told us videogames
are gateway drugs for libraries.“ ─Eli Neiburger, Ann Arbor District Library author of Gamers… in the Library?! </li></ul>