- Add multimedia to activities focusing on content (edutainment fits in here)
- Use off-the-shelf games like Sim City and Civilization
- Something between these two extremes where a game is specially designed to balance fun and learning
According to their further description, my games are closer to the first category, and have been labeled as "dead ends." I think this is arguable. I would have a very hard time justifying a game that is only 20% educational to a professor whose class I was teaching, and non-gamers wouldn't like this format if there was a very high learning curve. Furthermore, development of such a game would be light years out of my budget and technical skill.
I don't know any games that could easily be used for the second category in library instruction, but I don't think games in the first category are necessarily that bad when played in class. At least a librarian can start small and build on experience, and it's certainly more fun for the students than a worksheet.