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Community building through a public library Minecraft Gaming Day
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Community building through a public library Minecraft Gaming Day (2015)Community building through a public libra…Playing in the “Third Place”: How Games and Play Are Transforming Public Libraries (2024)Playing in the “Third Place”:…Building Strong Digital Foundations: Digital Fluency-focused Partnerships among Early Childhood Education Service Providers and Public Libraries in Aotearoa New Zealand (2024)Building Strong Digital Found…Overcoming social divisions with the public library (2022)Overcoming social divisions w…Minecraft in Education Benefits Learning and Social Engagement (2021)Minecraft in Education Benefi…Trends in international innovation (2017)Trends in international innov…Libraries as redistributive technology: From capacity to culture in Queensland’s public library network (2017)Libraries as redistributive t…Investment in Learning (1979)Play = learning: how play motivates and enhances children's cognitive and social-emotional growth (2007)Confronting the challenges of participatory cultures (media education for the 21st century) (2009)Special Section: Transnational Public Sphere: Transnationalizing the Public Sphere (2007)Confronting the Challenges of Participatory Culture (2009)Use of library space and the library as place (2012)Aging in a Digital Society: Exploring How Canadian and Australian Public Library Systems Program for Older Adults (2020)Digital care work at public libraries: Making Digital First possible (2022)The public library as social infrastructure for older patrons: Exploring the implications of online library programming for older adults during COVID-19 (2022)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Play, Dreams And Imitation In Childhood (2013)Metaverse and education: the pioneering case of Minecraft in immersive digital learning (2022)The public library as a meeting‐place in a multicultural and digital context (2005)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)The Intersection of Public Policy and Public Access: Digital Divides, Digital Literacy, Digital Inclusion, and Public Libraries (2012)Public Library Programming and Events for Overcoming Social Divisions (2023)Evolving legitimacy of the public library in the 21st century (2024)Democracy as a Contested Concept in Public Library Research: An Overview (2025)Homo Ludens: A Study of the Play-Element in Culture. (1951)The corrosion of character: the personal consequences of work in the new capitalism (1999)On Being Included (2012)More than a place for social capital creation: Public library as a place for immigrants’ social integration (2024)The hybridisation of public libraries: a comparative study between Helsinki, Oslo and Stockholm (2025)Parenting approaches and digital technology use of preschool age children in a Chinese community (2014)Young Children (0-8) and Digital Technology - A qualitative study across Europe (2017)The Essential Guide to Doing Your Research Project (2025)
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  • 2021Minecraft in Education Benefits Learning and Social Engagement39 cited
  • 2017Libraries as redistributive technology: From capacity to culture in Queensland’s public library network25 cited
  • 2022Overcoming social divisions with the public library20 cited
  • 2024Playing in the “Third Place”: How Games and Play Are Transforming Public Libraries7 cited
  • 2024Building Strong Digital Foundations: Digital Fluency-focused Partnerships among Early Childhood Education Service Providers and Public Libraries in Aotearoa New Zealand4 cited
  • 2017Trends in international innovation1 cited

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