The most recent issue of Library Trends is one that I guest edited on The Impact of Gaming on Libraries. The goal of the issue was to collect articles about how gaming changed libraries.
If you have access to the e-version of Library Trends, you can read the issue here:
Here's the table of contents:
Introduction
pp. 751-754
Scott Nicholson
The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program
pp. 755-778
Ron T. Brown, Tamara Kasper
Tales from Play It Loud
pp. 779-789
Thomas Maluck
Bringing Them In: Developing a Gaming Program for the Library
pp. 790-801
Kat Werner
Brawling in the Library: Gaming Programs for Impactful Outreach and Instruction at an Academic Library
pp. 802-813
Angela M. Vanden Elzen, Jacob Roush
No Muggles in the Library Tonight! Harry Potter Night at an Academic Library
pp. 814-824
Mary J. Snyder Broussard
Three Different Paths for Tabletop Gaming in School Libraries
pp. 825-835
Teresa Copeland, Brenda Henderson, Brian Mayer, Scott Nicholson
Get in the Game: Encouraging Play and Game Creation to Develop New Literacies in the Library
pp. 836-848
Annmarie Powell