GAMING AND IMPLICATIONS FORLIBRARIES
LIBRARY AND GAMES   Due to interest, I decided to    tweak the topic a little and    focus video and computer    games in...
LIBRARY AND GAMES   Why it works for libraries     Focus on educational value as she shows how these      ―cognitive wor...
LIBRARIES AND GAMES   Some facts     7 out of 10 public libraries support gaming     4 out of 10 public libraries run g...
LIBRARIES AND GAMES   Libraries have a lot of    options for their size    and funding     Game consoles like      Plays...
LIBRARIES AND GAMES   Bringing in games into    libraries can increase    demographics because it    crosses gender lines...
LIBRARIES AND GAMES – CARVERSBRANCH LIBRARY IN RURAL SOUTHCAROLINA
LIBRARIES AND GAMES – WOWINFOISLAND
LIBRARIES AND GAMES – SOME MORE OPTIONS   Incorporate games that supplement or aid in the school curriculum        Socia...
WORKS CITED•   http://boardgameswithscott.com/pulse2007.pdf•   http://www.ala.org/Template.cfm?Section=archive&templat    ...
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Gaming in the Libraries

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Gaming in the Libraries

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Gaming in the Libraries

  1. 1. GAMING AND IMPLICATIONS FORLIBRARIES
  2. 2. LIBRARY AND GAMES Due to interest, I decided to tweak the topic a little and focus video and computer games in libraries For the record gaming in libraries can include a number of things including board games, traditional games (I am not really sure what this means), physical games (I guess like dodgeball and sharks and minnow – no clue how to play this in a library), summer reading, card games, and roleplaying games
  3. 3. LIBRARY AND GAMES Why it works for libraries  Focus on educational value as she shows how these ―cognitive workouts‖ are proven to enhance the development of learning and literacy skills.  Get insights into the social value of gaming—an activity that cuts across age, socioeconomic groups, gender, and technical know-how  Learn how other libraries, with creative planning and little money, have incorporated gaming services for a big return on investment.
  4. 4. LIBRARIES AND GAMES Some facts  7 out of 10 public libraries support gaming  4 out of 10 public libraries run gaming programs  Console and computer games account for a third of gaming programs  82% of libraries allow patrons to play games on the computer
  5. 5. LIBRARIES AND GAMES Libraries have a lot of options for their size and funding  Game consoles like Playstation3, XBOX 360, and Wii  MMOs like Second Life, and WoW  Computer based games like the Sims
  6. 6. LIBRARIES AND GAMES Bringing in games into libraries can increase demographics because it crosses gender lines and it crosses age lines  Women over the age of 40 are more likely to play online games than other demographics Can increase literacy and education rates
  7. 7. LIBRARIES AND GAMES – CARVERSBRANCH LIBRARY IN RURAL SOUTHCAROLINA
  8. 8. LIBRARIES AND GAMES – WOWINFOISLAND
  9. 9. LIBRARIES AND GAMES – SOME MORE OPTIONS Incorporate games that supplement or aid in the school curriculum  Social studies – SimCity  Music and performing arts – Just Dance  Math and logic – Portal  Different cultures - Okami  Some other games that support curriculum but might have opposition for the public are  Greek mythology – God of war  Literature – Devil May Cry Offer prizes  Doesn’t always have to be money oriented  Hall of Fame  Teaching gaming to inexperienced or younger patrons  Interview in newsletter or other forms of public relations Provide different levels and types so as not to alienated those who are less experienced or are not into a certain genre of video games
  10. 10. WORKS CITED• http://boardgameswithscott.com/pulse2007.pdf• http://www.ala.org/Template.cfm?Section=archive&templat e=/contentmanagement/contentdisplay.cfm&ContentID=14 2608• http://www.webjunction.org/lotm/articles/content/443418• http://www.escapistmagazine.com/articles/view/issues/issu e_99/551-Dewey-Decimals-and-Dance-Dance-Revolution
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