Skip to main content
It looks like you're using Internet Explorer 11 or older. This website works best with modern browsers such as the latest versions of Chrome, Firefox, Safari, and Edge. If you continue with this browser, you may see unexpected results.

UNT Library Game Collection

This guide is for librarians interested in library game collection management.

Shelf of tabletop games

The Media Library endeavors to be a leader in support of gaming in academic libraries with an emphasis on creating collaborations and conducting research to set best practices and standards for others creating similar programs. Some of our goals are to:  

  • Support student and faculty research  
  • Enhance student collaboration and success with games and gaming 
  • Increase collaboration across UNT and the North Texas community  

The Media Library is a successfully established third place for students and student groups to learn and connect with one another through gaming. 

Collection Development Policy

Game collection development plans need to be flexible to adequately support coursework. Research related to games, its impact on society and culture, and the game industry are rapidly changing as new technology evolves. The Media Library game collection focuses on the use, creation, and impact of gaming. Games and equipment are collected to support students and faculty interested in research and recreation. 

Criteria for purchasing

  • Support curriculum and collection goals
  • Top-rated or high popular interest
  • Historically relevant to game history
  • Push design and technology boundaries

Supporting research
This collection supports academic research on the technical aspects of game development, the study of mass media and popular culture, creative and educational game development, and student life.

Here are some of the classes at UNT that involve games or game design:

  • Game Programming
  • Art and Design of the Computer Game
  • Computer Art Applications
  • New Media Art: Experimental 3D
  • Communications and Virtual Gaming

Classes that have used games as a resource:

  • Race, Gender, and the Media: A Methods Approach
  • Hollywood and the Wild West
  • Russian in the 20th and 21st Century
  • New Games Studio
  • Video Game Histories
  • Perspectives on Video Games

Circulation Policy

Circulation policies for Media Library materials are listed here.

Additional Links