Last week I posted (“ Connecting With Generation Xbox“)about trends in gaming and how this cultural phenomenon is impacting – or may be impacting in the future – on higher education. Whether you think it’s something to which academic libraries need to pay serious attention or it’s just a bunch of hooey, there’s no denying that there’s a segment within higher education that is already integrating game playing into the teaching and learning process. The big question is in what ways will academic libraries contribute to that – if at all. I asked ACRLog readers to take part in a completely unscientific and informal survey about attitudes and responses to gaming. I want to thank the 55 respondents for taking time to respond, and for their informative comments. Rather than take up space here with the results of the survey, I’ve created a separate and temporary page for those are interested in learning more about what the respondents had to say. There were some great comments and I wish I had the time and space to post them all, but I think the sampling provided will demonstrate the range of reactions to the gaming issue.