Games and Gaming Resources

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Contents

[edit] gaming @ your library day


[edit] Games and Gaming MIG Members


[edit] Annual 2008 Gaming Activities


[edit] Talking Points about Gaming in Libraries


Why videogames at the library?

Public libraries have a mission to provide a variety of materials in a variety of formats. Videogames are stories & information, presented in new formats. Libraries are about stories & information-not books. Or, as Eli says, we're in the content business

  • Public libraries have a mission to provide cultural, recreational, and entertaining materials, as well as informational and educational materials.
  • Videogames have literary value - you have to know how to read, to play.
  • Videogames encourage literacy activities - reading, writing & creating content about & around the game.
  • Videogames meet developmental needs of teens established by the National Middle School Association - they encourage social interaction between peers and non-peers, enforce rules and boundaries, encourage creative expression, reward competence and achieve, provide opportunity for self-definition
  • Videogames have a cathartic effect in releasing emotions - In Grand Theft Childhood, youth reveal that violent games in particular help manage anger & frustration.
  • Videogames are healthy! Dance Dance Revolution gets heart rates up to 140 beats per minute, according to "Project GAME (Gaming Activities for More Exercise)" published in Research Quarterly for Exercise and Sport in 2005, and more calories are burned playing Tekken than walking around the block. A 2004 study: The Effects of a Consumer-Oriented Multimedia Game on the Reading Disorders of Children with ADHD. in West Virginia discovered a correlation between playing DDR and improving reading test scores.


What do videogame events and programs bring to the library?

  • Videogame programs are programs are primarily social events. It's more about relationship building than gameplay.
  • New users (who may not visit the library) attend and gain insight into how the library may be relevant to them.
  • Regular users may see the library in a new light.
  • All users may be prompted to use other non-gaming library services.
  • Ideally, all users have a positive library experience
  • They epitomize library as 3rd place, creating a community place between home and work/school to socialize and play
  • Videogame events are also being used to encourage print literacy - in Carver's Bay (SC), youth who check out books and write book reviews earn extra gaming time.
  • Videogame events may be educational in nature - some libraries are teaching game design with local experts or online through Youth Digital Arts Cyber School


Do libraries circulate or program with games rated “M” for mature?

M for mature is equivalent to an R rating for a movie - those games are intended for people over the age of 17. Only 15% of games sold in the US last year were rated M. Some libraries carry M rated games in their collections for adults, or host programs or services using M rated games! It depends on the community.

  • In NY, a library has started an M rated collection for adults.
  • At the Benicia (CA) Library, teens can play Halo 3 if their parents sign a permission slip. Also, they have hosted two tournaments which included Halo 3 (parents signed permission slips for those under 18).
  • Charlotte & Mecklenberg County (NC) hosted a Halo 2 tournament in [year???]


Is it mostly teenagers that take advantage of these programs?

Yes, which is interesting, because the average age of the gamer is 33 and rising! We are starting to hear about libraries doing intergenerational programs:

  • Cary Memorial Library, Lexington MA - teens mentor students in grade 4-6 during Saturday morning gaming sessions
  • Suffolk (NY) Library has a senior Wii Bowling league, mentored by teens.


Are there people that think that video games don’t belong in libraries – what are their arguments?

Yes, there are. They may be people who only hear what the mainstream media tells them about videogames. They may be people who have not played videogames. They may be people who do not have children, or whose children don't (or didn't) play videogames. They may feel:

  • Games are fluff or junk entertainment
  • Games don't encourage original thought
  • Games don't offer learning opportunities
  • Games are a competition for books
  • Games are areplacement for traditional print literacy
  • Games are violent--they are all like Grand Theft Auto
  • Games are addictive


Is it enough to just put video games on the shelves? or should libraries find a way to engage the video game community further?

Libraries should begin with services to gamers such as:

  • Allowing them to play Runescape on the library computers (perhaps in a "club" environment or program)
  • Purchasing videogame strategy guides for circulation
  • Offering puzzles or board games at the library, treating questions like, when does Spore come out? or, how do I beat Final Fantasy XII like serious reference questions.

Next, libraries should host videogame programs, to bring in the gamers in the community. Building relationships with the games creates a panel of experts to query when you are ready to circulate games - and it creates trust - they will be more likely to take good care of the circulating games, and respect the library and its collection, resulting in less theft and damage.


What else can librarians do to create rapport with gamers?

Librarians can learn to think like gamers!

  • Be fearless in risk-taking, for we learn from our mistakes, and can always hit the "reset" button.
  • Embrace change - look forward to it! Find small ways to create a constantly changing environment in the library (hint: beta programs & services).

Librarians can use games to connect patrons to books

  • Use games to do reader's advisory - ask, what games do you play? to get a sense of the types of stories, characters and settings the game prefers.


Does this trend of putting video games in libraries point to a larger trend? Are libraries looking for ways to reach beyond their traditional patron base?

Yes, more and more, libraries are striving to deliver what patrons want. Libraries continue to struggle for relevancy in a world where people are willing to pay money for commercial commodities that libraries deliver for free (Netflix, for example).

[edit] Gaming Resources for Libraries



Books

Beck, John C. and Mitchell Wade. The Kids Are Alright: How the Gamer Generation is Changing The Workplace. Cambridge, MA: Harvard Business School Press, 2004.

Research on how gamers think & act differently than their boomer aged business colleagues.


Castronova, Edward. Synthetic Worlds: The Business and Culture of Online Games. University Of Chicago Press, 2005.

An examination of virtual economies.


Cassell, Justine and Henry Jenkins (Eds). From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge: MIT Pres, 1999.

Essays on gender and gaming.


Chaplin, Heather and Aaron Ruby. Smartbomb : The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution. Algonquin Books, 2005.

History of video game economy.


Kutner, Lawrence & Cheryl Olson. Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. Simon & Schuster, 2008.

Results of a study on the effects of video game violence with young teenagers.


Compton, Shanna. Gamers: Writers, Artists and Programmers on the Pleasures of Pixels. Soft Skull Press, 2004.

Essays on gaming.


DeMaria, Rusel and Johnny Lee Wilson. High Score! The Illustrated History of Electronic Games. McGraw-Hill Osborne Media, 2002.

A glossy, visual timeline of video game industry.


Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave McMillan, 2003.

Examples of thirty-two learning principles gleaned from playing video game, such as reward for practice, formation of affinity group and just in time learning.


Hutchinson, David. [http://www.playingtolearn.org/ Playing to Learn: Video Games in the Classroom. Teacher Ideas Press/Libraries Unlimited, 2007.

Over 100 classroom activities related to gaming that do not have to include any actual video game play.


Johnson, Steven. Everything Bad is Good for You: How Today’s Pop Culture is Actually Making Us Smarter. Riverhead, 2005.

Exposition on how multimedia and multiple storylines develop new parts of the brain.


King, Brad and John Borland. Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic. McGraw-Hill Osborne Media, 2003.

History of video games.


Levine, Jenny. "Gaming In Libraries: Intersection of Services". Library Technology Reports, 42:5. ALATechsource, 2006.

Advances the concept of games in libraries, includes an overview of selected sessions from Gaming, Learning & Libraries symposium.


Levine, Jenny. "Gaming and Libraries Update: Broadening the Intersections". Library Technology Reports, 44:3. ALATechsource, 2008.

Update to the 2006 Library Technology Report, Gaming In Libraries: Intersection of Resources.


Neiburger, Eli. Gamers...at the Library?: The Why, What & How of Video Game Tournaments for All Ages. ALA Editions, 2007.

Definitive guide to gaming tournaments.


Pierce, Jennifer Burek. Sex, Brains & Video Games: The Librarian's Guide to Teens in the Twenty-First Century. ALA Editions, 2007.

Snapshot of growing up in America in the new millennium with a focus on brain development


Prensky, Mark. Digital Game-Based Learning. McGraw Hill, 2004.

Application of video games and multimedia productivy softwares to education.


Prensky, Mark. Don’t Bother Me, Mom—I’m Learning! Paragon House Publishers, 2006. An argument for video games in education.


Steinmetz, William. LAN Party: Hosting the Ultimate Fragfest. Wiley, 2004.

Nuts & bolts on using your local are network to host computer gaming events.


Tapscott, Don. Growing Up Digital: The Rise of the Net Generation. McGraw Hill, 1999.

Discussion of 'net generation/millennial generation.


Articles

Armstrong, Sara and David Warlick, David. ”The New Literacies.” TechLearning. September 15, 2004. http://www.techlearning.com/showArticle.php?articleID=47102021. April 14, 2008.

Puts forth the theory that reading, writing & arithmetic are not the only skills today's learners need.


Braun, Linda W. “What’s in a Game?” VOYA, August 2004 pp. 189.

A look at why libraries might want to start paying attention to gaming.


Gallaway, Beth and Alissa Lauzon. “I Can’t Dance Without Arrows: Getting Active @ your library with video game programs.” YALS, Summer 2006. pp. 20-25.

Focus on how DDR meets teen developmental needs.


Gunn, Moira. “Dr. Henry Jenkins: Video Games and Education.” Tech Nation. March 15, 2005. http://www.itconversations.com/shows/detail435.html. April 14, 2008.

Podcast with Dr. Jenkins on learning in video games.


Helmrich, Erin and Eli Neiburger. “Video Games as a Service: Hosting Tournaments at your library.” VOYA, 27 (6) 450-453. http"//pdfs.voya.com/VO/YA2/VOYA200502VideoGames.pdf/. April 14, 2008.

Step-by-step instructions for hosting gaming programs.


Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. http://boardgameswithscott.com/pulse2007.pdf. April 14, 2008.

Results from a 400 library survey that reveals gaming of all types is more prevalent in today's public libraries than one might think.


Squire, Kurt and Constance Steinkuehler. “Meet the Gamers: They Research, Teach, Learn, and Collaborate. So far, without libraries.” Library Journal, April 15, 2005 v130 i7 p38(4). [http://www.libraryjournal.com/article/CA516033.html/ http://www.libraryjournal.com/article/CA516033.html]. April 14, 2008.

Great persuasive article on serving gamers.


Wilson, Heather. (2005). “Gaming for Librarians: An Introduction.” VOYA 27 (6): 446-4449. http://pdfs.voya.com/VO/YA2/VOYA200502YA101.pdf. April 14, 2008.

Straightforward introduction to video games, for librarians.


Web

ALA. Gaming in Libraries. http://gaming.ala.org/. April 9, 2008.

Links to blog and wiki


Anderson, Craig. “Violent Video Games: The Myths, the Facts, and Unanswered Questions.” APA. http://www.apa.org/science/psa/sb-anderson.html. April 14, 2008.

Discussion of concerns about violence in video games.


ESA. Essential Facts About the Computer and Game Industry. ESA. 2006. http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf April 14, 2008.

Statistics about who plays games and the gaming industry, useful in creating talking points about video games.


Gallaway, Beth. "Get Your Game On: What Makes a Good Game, Anyway? VOYA. http://pdfs.voya.com/VO/YA2/VOYA200608GetYourGame.pdf. April 14, 2008.

Article on evaluating video games for circulation.


Infopeople. Resources for Gaming in Libraries. http://infopeople.org/resources/gaming/. April 14, 2008.

Excellent collection of online resources for getting started with gaming at your library


Jenkins, Henry. “Reality Bytes: Eight Myths About Video Games Debunked.” The Video Game Revolution. http://www.pbs.org/kcts/videogamerevolution/impact/myths.html. April 14, 2008.

Great for greating talking points about gaming and libraries.


Lenhart, Amanda et al. " Family, Friends & Community." Pew Internet & American Life Project. July 2005. http://www.pewinternet.org/PPF/r/162/report_display.asp. April 14, 2008.

Results from a survey about how teens use technology. This is only one of many useful reports from Pew.


LibGaming Google Group. http://groups.google.com/group/libgaming. April 14, 2008.

Email distribution list and online forums for discussion of gaming in all kinds of libraries. Low number of messages a day, over 500 members.


Nicholson, Scott. (2007). Board Games With Scott. http://boardgameswithscott.com/. April 14, 2008.

Online video tutorials on how to play board & card games.


Scalzo, John. Video Game Librarian. April 14, 2008.

Blog about gaming in libraries, with news & reviews.


Schwarzwalder, Jami. The Mario Brothers Memorial Public Library. http://www.mbmpl.org/ April 14, 2008.

Core collections for board & video games, and sample policy or circulating video games.


WebJunction Staff. "Got Games?" WebJunction.org, Nov 7, 2006. http://webjunction.org/do/DisplayContent?id=14558. April 14, 2008.

Discussion, article & resources.


Wolfwater, Meredith, et al. “Gaming.” Library Successes: A Best Practices Wiki. http://www.libsuccess.org/index.php?title=Gaming. April 14, 2008.

Collaborative resource with calendar of gaming events and best practices examples.


YALSA Teen Gaming Interest Group. http://communities.ala.org/. April 14, 2008

Log in with your ALA # & password, click "YALSA," and select "Teen Gaming Interest Group" for program & collection ideas.


YALSA. "Gaming Lists & Activities." April 14, 2008.

Annotated list of 50 core collection titles.


Yee, Nick. The Daedelus Project. April 14, 2008.

MMOG research & statistics.


Conference Presentations


Gallaway, Beth. "Gamers in the Stacks." Presented at PLA in Minneapolis, MN, March 2008.

Interactive quiz demonstrates the popularity of games, and highlights 5 ways librarians can serve gamers in their community, in addition to collections & programs.


Gaming, Learning & Libraries 2007 Sessions. http://gaming.techsource.ala.org/index.php/2007_Sessions. April 14, 2008.

Many speakers have archived audio, video, and slideshows on the ALA Techsource wiki.

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