Sex, Brains, and Video Games: Information and Inspiration for Youth Services Librarians

Sex, Brains, and Video Games: Information and Inspiration for Youth Services Librarians

by Jennifer Burek Pierce
Sex, Brains, and Video Games: Information and Inspiration for Youth Services Librarians

Sex, Brains, and Video Games: Information and Inspiration for Youth Services Librarians

by Jennifer Burek Pierce

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Overview

Librarians who work with teens need information and a big-picture perspective on adolescence that reflects the latest knowledge of cognate fields and the contemporary realities of young people’s lives. As I wrote in the introduction to the earlier volume, “this book explains what others who work with adolescents have learned from their professional activities, how that knowledge might revise our thinking about teens, and how to encourage new priorities and partnerships in youth services” (p. 2). Then and now, I argue that “Library services to young adults should aspire to two fundamental objectives: to engage young people through meaningful and appealing responses to their recreational and informational needs, and to simultaneously support good developmental outcomes” (p. 2). The literatures of other fields, with their different methodologies and approaches, provide a useful context to these ends. They help us understand teens, rather than supplanting our own knowledge.

Product Details

ISBN-13: 9780838915509
Publisher: American Library Association
Publication date: 03/09/2017
Sold by: Barnes & Noble
Format: eBook
Pages: 202
File size: 1 MB

About the Author

Jennifer Burek Pierce is associate professor in the School of Library&Information Science at the University of Iowa. Books, games, and toys for young people are of particular interest to her, as is the marketing of these materials. Her books include What Adolescents Ought to Know: Sexual Health Texts in Early 20th Century America (UMass Press, 2011) and the first edition of Sex, Brains, and Video Games: A Librarian’s Guide to Teens in the Twenty-First Century(ALA Editions, 2008). She developed the Youth Matters column for American Libraries and has also written for The Chronicle of Higher Education. She serves on the advisory board for the Iowa Initiative for Sustainable Communities, the University of Iowa’s center for community engagement.

Table of Contents

Sex, Brains, and Video Games, Second Edition Contents Acknowledgments Introduction 1. The New Adolescence 2. Identity and Community 3. Sex and Sexualities 4. Changing Minds 5. Mediating the World 6. Working with Teens in Libraries Appendix A. Leading and Managing Youth Services Appendix B. Essential Reading for Young Adult Librarians Index
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