AR Library Association
Upcoming SlideShare
Loading in...5
×
 

Like this? Share it with your network

Share

AR Library Association

on

  • 1,479 views

AR Library Association Conference, Rogers, AR October 2008

AR Library Association Conference, Rogers, AR October 2008

Statistics

Views

Total Views
1,479
Views on SlideShare
1,473
Embed Views
6

Actions

Likes
0
Downloads
4
Comments
0

1 Embed 6

http://infogdss.wordpress.com 6

Accessibility

Categories

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

AR Library Association Presentation Transcript

  • 1. GET YOUR GAME ON! GAMING AT THE LIBRARY Presented by Beth Gallaway for ARLA October 2008 http://informationgoddess.info
  • 2. WHAT IS A GAME?
    • GAME : activity engaged in for diversion or amusement; synonym: see FUN
    • VIDEO GAME : an electronic game played by means of images on a video screen and often emphasizing fast action
    Merriam-Webster Online. http://www.m-w.com
  • 3. WHY GAMES AT THE LIBRARY? BECAUSE GAMES …
    • Are just like books, they are just another new format
    • Are the medium of choice for the millennial generation
    • Build developmental assets
    • Are literary
    • Reinforce new literacies
    • Bring in new users
    • FUN!
  • 4. GAMES ARE LIKE BOOKS... THEY ARE JUST A NEW FORMAT
  • 5. GAMING IS THE MEDIUM OF CHOICE FOR THE MILLENNIAL GENERATION WHAT IS THE BIRTH YEAR SPAN OF MILLENNIALS? A. 1968-1982 B. 1975-1990 C. 1982-2000 D. 1996-PRESENT
  • 6. WHAT % OF YOUTH AGE 12-17 PLAY VIDEOGAMES? * Pew Internet & American Life Project. “Teens Video Games & Civics.” September 2008. http://pewinternet.org/PPF/r/263/report_display.asp 97%
  • 7. WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 40%
  • 8. GAMING MEETS DEVELOPMENTAL NEEDS OF YOUNG ADOLESCENTS
    • Positive social interaction with adults & peers
    • Structure and clear limits
    • Physical activity
    • Creative expression
    • Competence and achievement
    • Meaningful participation in families, school, communities
    • Opportunities for self-definition
    NMSA. NMSA Research Summaries. Young Adolescents Developmental Needs (1996)
  • 9. WHAT DEVELOPMENTAL ASSETS ARE BEING BUILT?
  • 10. GAMING = LITERACY
    • Environmental print
      • signage
      • labels
      • maps
    • Reading about the game
      • instructions
      • walkthroughs
    • Writing about the game
      • forums
      • websites
    • Chat:
      • “ WTS, Mageweave cloth, 15g”
  • 11. GAMING REINFORCES NEW LITERACIES
    • Exposing knowledge
    • Employing information
    • Expressing ideas compellingly
    • Ethics on the Internet
    Warlick, David. ”The New Literacies.” Scholastic Administrator. Mar-Apr2005
  • 12. 1. EXPOSING KNOWLEDGE
    • Find information
    • Understand and explain found information regardless of its format
    • Evaluate information
    • Organize information
  • 13. 2. EMPLOYING INFORMATION
    • Computation
    • Measurement
    • Analysis
    • Application
  • 14. 3. EXPRESSING IDEAS COMPELLINGLY
    • Mechanics matter
    • Creativity & efficiency highly rated
    • Text, images, audio, and video are used to express ideas in many digital formats
  • 15. WAYS GAMERS EXPRESS IDEAS COMPELLINGLY
    • Fan Fiction
    • Machinima
    • Web Comics
    • Fan Forums
    • Clan Websites
  • 16. ETHICS ON THE INTERNET
    • Modding – recreating game content
    • FanFic – writing stories about characters created/owner by someone else
    • Machinima – films/videos created through recording video game play
  • 17. HAVE YOU EVER PLAYED A GAME RATED “M” FOR MATURE?
    • YES
    • NO
  • 18. WHAT PERCENTAGE OF GAMES SOLD IN 2006 WERE RATED M?* * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 15%
  • 19. HOW CAN LIBRARIES SERVE YOUNG GAMERS?
    • Connect games with “traditional” materials
    • Think like a gamer
    • Become a strategy guide
    • Research video game culture
    • Support gaming
    • Create a gaming experience:
      • Game collections
      • Gaming programs
    • Try some games!
  • 20. USE GAMES IN READER'S ADVISORY
    • INSTEAD OF:
    • What authors do you like to read?
    • What are the last 3 books you read?
    • What did you like about them?
    • ASK:
    • What movies do you like?
    • What TV shows do you watch?
    • What games do you play?
  • 21. THINK LIKE A GAMER
    • Everything is in BETA
    • Get a screen name
    • It's all about YOU
    • You can’t break it
    • Fail early, fail often
  • 22. BE A STRATEGY GUIDE... ...NOT A LEVEL BOSS!
    • Show, don’t tell.
    • Make it interactive.
    • Have a free-for-all.
    • Ask for a demo of expertise
  • 23. RESEARCH VIDEO GAME CULTURE
    • Watch Red Vs. Blue
    • Read Penny Acade or PvP
    • Skim gaming magazines
    • Link to gaming sites
    • Pay attention to gaming around you
    • Attend GLLS2008
    • Join the LibGaming Google group: http://groups.google.com/group/ libgaming
  • 24. TRY SOME GAMES
    • Set Game
    • Penguin Baseball
    • Bejeweled
    • Chicktionary
    • Bob the Blob
    • Club Penguin
    • Runescape
    • Diner Dash
    • Snood
    • http://del.icio.us/informationgoddess29/games
  • 25. WHAT % OF PUBLIC LIBRARIES ALLOW PATRONS TO PLAY COMPUTER GAMES?* 82% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 26. AND … CREATE A GAMING EXPERIENCE
    • Programs
    • Collections
  • 27. WHAT % OF PUBLIC LIBRARIES HOST VIDEO GAME PROGRAMS?* 13% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 28. WHAT MAKES A SUCCESSFUL GAMING PROGRAM?
    • Do your homework
    • Provide variety
    • Open up to the community
    • Spread the word
    • Play
  • 29. FOR PROGRAMS, CHOOSE GAMES THAT ARE:
    • Multiplayer
    • Short rounds
    • Rated E or T
    • Easy to learn
    • Challenging to master
    • Appealing to a wide demographic
  • 30. WHAT % OF GAMERS PLAY ON HANDHELDS? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/index.asp 32 % 36%
  • 31. HANDHELD PROGRAM
    • Cell phone clinic
    • PSP Gamefest
    • Nintendo DS Gamefest
  • 32. MODEL GAMING PROGRAMS
    • Velma Teague Branch, Glendale Public Library R u nescape LAN party
      • 2 sessions
      • 6-12 teens
  • 33. AFTER SCHOOL ZONE
    • Benicia Public Library , CA
      • Hanging out, snacks and playing games encourages
      • Kids and teens who have gotten parental consent can play Halo 2 and Ghost Recon on the XBox 360;
      • Mario Kart and Super Smash Bros. Melee are popular on Gamecube
  • 34. MODEL GAMING PROGRAMS
    • Ann Arbor District Library (MI) Mario Kart, Super Smash Bros, & DDR
      • Tournaments for all ages
      • Regular programs
      • Online community
  • 35. MODEL GAMING PROGRAMS
    • North Hunterdon High School NJ
      • 25 Projectors + white walls
      • Fundraiser
  • 36. G A ME DESIGN!
    • Ben 10 Alien Force Game Creator
    • http://gamecreator.cartoonnetwork.com/
  • 37. DDR RECIPE FOR SUCCESS
    • One console ( $80-$600)
    • 2-4 dance pads ( $20-$300 each)
    • 1 game ( $25-$60)
    • 1 LCD projector ($600-1000) or TV ($100-$2K)
    • 1 one large screen or white wall
    • Activity for waiters
    • Water
  • 38. “ DDR+GUTIART HERO= FUN”
    • “ Awesome cuz everyone gets along with each other, there’s no waiting in line or nething. Plus guitar hero is a wicked rad game.”
    “ I liked this because there’s too few of the DDR community around. This is a good opportunity to meet people with like interests.” “ I LOVED DDR”
  • 39. WHAT % OF PUBLIC LIBRARIES CIRCULATE VIDEO GAMES?* 30% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 40. GAMING COLLECTION DEVELOPMENT
    • Magazines
    • Strategy guides
    • Nonfiction about gaming
    • Fiction with gaming as a plot or subplot
  • 41. PRIMA STRATEGY GUIDES
    • eGuides in PDF format
    • 504 titles
    • $12.99 each
  • 42. COLLECTION POLICY CONSIDERATIONS
    • Formats
      • Console
      • PC
      • Internet
      • Subscription
    • Breadth & Depth
      • Genres
      • Styles
      • Age ranges
    • Budget
  • 43. COLLECTION MANAGEMENT
    • Storage depends on:
      • format
      • staff
      • space
      • budget
    • Theft
      • start with programs
      • start small
    • Issues
      • replacement/repair
      • resistance
  • 44. BEST PRACTICES: COLLECTIONS
    • Rockridge
    • Ages 13-18 year olds
    • PS2 games
    • 2 games/patron
    • No holds/renewals
    • 7 day free checkout
    • $1/day late fee
    • $50/replacement fee
    • Genres: sports, adventure, racing, fighting, and shooters.
    • Helen McGraw
    • E, E10+ and T
    • PS2 and PC games
    • 14 day circ
    • $.25/day late fee
    • game cost+$5/replacement fee
    • Genres: compilations, sports, racing games, platformers, unique and quirky titles
  • 45. THANK YOU! BETH GALLAWAY INFORMATION GODDESS CONSULTANT
    • Links: http://www.delicious.com/informationgoddess29/alsc
    • Email: [email_address]
    • Website: http://informationgoddess.info
    • Phone: 603.247.3196