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Survey Report: Research Data Management Services In Oberlin Group Libraries, Jeff Lacy Jul 2017

Survey Report: Research Data Management Services In Oberlin Group Libraries, Jeff Lacy

Jeff Lacy

No abstract provided.


"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy Apr 2016

"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy

Jeff Lacy

Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical and ethical limitations. Moreover, the authors believe that the purported benefits of gamification are more readily found in its progenitor—games.


Monsters We Become: The Development Of The Inhuman Narrative Voice, Jeff Lacy Jan 2015

Monsters We Become: The Development Of The Inhuman Narrative Voice, Jeff Lacy

Jeff Lacy

Monsters are usually unsympathetic and senseless, preying on humans without provocation or reason. They are completely Other to humanity. Monsters represent forces of nature or divine wrath-things to which humans are powerless to appeal. Defeating monsters is characteristic of heroes, those who surpass normal human limitations. In the traditional monstrous text, monsters are obstacles for the hero. In contemporary texts, the tables are turned. Sympathetic yet still Other-ed monsters may represent repressed human desires or marginalized people oppressed by the culture of the "hero." The key difference is that these monsters use language. They tell their side of the story …