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# Super Mario Studying
The University of Calgary Library Puts Video Games on Shelves

By Amelia Roblin | Published 2010-09-23 | Pop Culture
Source: Trend Hunter, https://www.trendhunter.com/trends/university-of-calgary-library
References: [dvice](http://dvice.com/archives/2010/09/university-to-a.php) & [thegauntlet](http://thegauntlet.ca/story/14711)

Though it isn't the first academic institution to do so, the [University of Calgary](https://www.trendhunter.com/trends/university-of-chichester) is still making a radical move by including a [video game collection](https://www.trendhunter.com/trends/retro-gaming-box) within the library's study space.

Librarian Jerremie Clyde points out that "studying games as a media, whether it's in social sciences, communication and culture, education [or] digital humanities, is becoming more popular." The [University of Calgary library](https://www.trendhunter.com/trends/manchester-university) will be aiming to build a compendium of varied gaming resources, including computer and TV games from past and present.

## Trend Insights (Trend Hunter)

- Score: 1.7/10
- Popularity: 9% | Activity: 34% | Freshness: 8%
- Audience gender: 90% men, 10% women
- Primary generations: Gen Z, Millennial, Gen X
- Top markets: North America, Europe, Asia

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Pop Culture](https://www.trendhunter.com/popculture) > [Media](https://www.trendhunter.com/media)

## Key Themes

### Key Themes Behind This Trend

- **Studying Games:** Opportunity for educational institutions to incorporate video games as a study resource in various fields, such as social sciences, communication and culture, and education.
- **Video Game Collections:** Increasing demand for libraries and academic institutions to curate extensive collections of video games for research and academic purposes.
- **Digital Humanities:** Emerging trend of integrating video games into the field of digital humanities, creating opportunities for interdisciplinary research and analysis.

### Where This Applies

- **Education:** Incorporating video game collections within educational institutions to enhance learning experiences and explore new teaching methodologies.
- **Library Services:** Providing comprehensive video game collections in libraries to cater to the growing demand of studying games as an academic resource.
- **Digital Entertainment:** Collaborating with academic institutions to promote gaming as a serious medium for research and analysis, expanding the reach of video games beyond traditional entertainment.

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