Game On
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Game On

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For workshop in King of Prussia PA, May 2008

For workshop in King of Prussia PA, May 2008

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Game On Presentation Transcript

  • 1. GET YOUR GAME ON! VIDEOGAMING WITH TEENS IN THE LIBRARY Presented for Delaware County Library System, PA by Beth Gallaway, http://informationgoddess.info May 2008
  • 2. CONTACT, SLIDES & LINKS
    • Beth Gallaway
    • 603.247.3196
    • [email_address]
    • http://informationgoddess.info
    • http://del.icio.us/informationgoddess29
  • 3. 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
  • 4. DO YOU PLAY GAMES OF ANY KIND?
    • YES
    • NO
  • 5. 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 of teens
    • Are literary
    • Reinforce new literacies
  • 6. GAMES ARE LIKE BOOKS... THEY ARE JUST A NEW FORMAT
  • 7. GAMING IS THE MEDIUM OF CHOICE FOR THE MILLENNIAL GENERATION
  • 8. WHAT IS THE AVERAGE AGE OF A GAMER? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 33
  • 9. WHAT PERCENT OF PEOPLE OVER 50 PLAY GAMES?* * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 24%
  • 10. GAMING BUILDS DEVELOPMENTAL NEEDS OF YOUNG ADOLESCENTS
    • Support
    • Empowerment
    • Boundaries & Expectations
    • Educational Commitment
    • Positive Values
    • Social Competencies
    • Positive Identity
    The Search Institute. http://www.search-institute.org
  • 11. WHAT DEVELOPMENTAL ASSETS ARE BEING BUILT?
  • 12. WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 38%
  • 13. GAMING = LITERACY
    • Environmental print
      • signage
      • labels
      • maps
    • Reading about the game
      • instructions
      • walkthroughs
    • Writing about the game
      • forums
      • websites
    • Chat:
      • “ WTS, Mageweave cloth, 15g”
  • 14. GAMING REINFORCES NEW LITERACIES
    • Exposing knowledge
    • Employing information
    • Expressing ideas compellingly
    • Ethics on the Internet
    Warlick, David. ”The New Literacies.” Scholastic Administrator. Mar-Apr2005
  • 15. 1. EXPOSING KNOWLEDGE
    • Find information
    • Understand and explain found information regardless of its format
    • Evaluate information
    • Organize information
  • 16. 2. EMPLOYING INFORMATION
    • Computation
    • Measurement
    • Analysis
    • Application
  • 17. HOW MANY BILLIONS DID COMPUTER & VIDEOGAME INDUSTRY GROSS WORLDWIDE in 2007?* $40 billion * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php
  • 18. 3. EXPRESSING IDEAS COMPELLINGLY
    • Mechanics matter
    • Creativity & efficiency highly rated
    • Text, images, audio, and video are used to express ideas in many digital formats
  • 19. WAYS GAMERS EXPRESS IDEAS COMPELLINGLY
    • Fan Fiction
    • Machinima
    • Web Comics
    • Fan Forums
    • Clan Websites
  • 20. 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
  • 21. HAVE YOU EVER PLAYED A GAME RATED “M” FOR MATURE?
    • YES
    • NO
  • 22. 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%
  • 23. GRAND THEFT AUTO WAS THE #1 GAME MENTIONED BY BOYS 12-14 IN A STUDY ON VIOLENT VIDEO GAMES COMMISSIONED BY THE US DEPT OF JUSTICE Kutner, Lawrence and Cheryl Olson. Grand Theft Childhood. Simons & Schuster, 2008.
  • 24. GTA WAS THE #2 GAME MENTIONED BY GIRLS. Kutner, Lawrence and Cheryl Olson. Grand Theft Childhood. Simons & Schuster, 2008.
  • 25. HOW CAN LIBRARIES SERVE 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!
  • 26. 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?
  • 27. IF YOU LIKE CITY OF HEROES
  • 28. 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
  • 29. 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
  • 30. IMMERSE IN VIDEOGAME CULTURE
    • Skim gaming magazines
    • Read gaming blogs
    • View machinima
    • Read webcomics
    • Play some games
  • 31. RESEARCH VIDEO GAME CULTURE
    • Take research studies with a ROCK of salt
    • Pay attention to gaming in public spaces
    • Attend GLLS2008
    • Join the LibGaming Google group: http://groups.google.com/group/ libgaming
  • 32. TRY SOME GAMES
    • Set Game
    • Penguin Baseball
    • Bejeweled
    • Chicktionary
    • Bob the Blob
    • Club Penguin
    • Runescape
    • Diner Dash
    • Snood
    • http://del.icio.us/informationgoddess29/games
  • 33. DOES YOUR LIBRARY ALLOW PATRONS TO PLAY GAMES ON LIBRARY COMPUTERS?
    • YES
    • NO
  • 34. 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.
  • 35. CREATE A GAMING EXPERIENCE!
    • Programs
    • Collections
  • 36. DOES YOUR LIBRARY HOST VIDEO GAME PROGRAMS?
    • YES
    • NO
    *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 37. 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.
  • 38. WHAT MAKES A SUCCESSFUL GAMING PROGRAM?
    • Research
    • Schedule
    • Promote
    • Play
    • Evaluate
  • 39. CHOOSE A GAME THAT IS...
    • Multiplayer
    • Short Rounds
    • Rated E or T
    • Easy to Learn
    • Challenging to Master
    • Appealing to a wide demographic
  • 40. WHAT % OF GAMERS PLAY ON HANDHELDS? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 32 % 32%
  • 41. EASY, FREE PROGRAMS!
    • Cell phone clinic
    • PSP Gamefest
    • Nintendo DS Gamefest
    32 %
  • 42. MODEL GAMING PROGRAMS
    • Santa Monica Public Library, CA Counterstrike LAN party
      • After hours program
      • 50 teens lined up around the block to play
    • 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
  • 43. MODEL GAMING PROGRAMS
    • Ann Arbor District Library (MI) Mario Kart, Super Smash Bros, & DDR
      • Tournaments for all ages
      • Regular programs
      • Online community
    • North Hunterdon High School (NJ)
      • Student-run game night in the cafeteria
  • 44. “ 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”
  • 45. DOES YOUR LIBRARY CIRCULATE VIDEO GAMES?* *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007. YES NO
  • 46. 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.
  • 47. GAMING COLLECTION DEVELOPMENT
    • Magazines
    • Strategy guides
    • Nonfiction about gaming
    • Fiction with gaming as a plot or subplot
  • 48. COLLECTION POLICY CONSIDERATIONS
    • Formats
      • Console
      • PC
      • Internet
      • Subscription
    • Breadth & Depth
      • Genres
      • Styles
      • Age ranges
    • Budget
      • New
      • Bestsellers
      • Used
  • 49. COLLECTION MANAGEMENT
    • Storage depends on:
      • format
      • staff
      • space
      • budget
    • Theft
      • start with programs
      • start small
    • Issues
      • replacement/repair
      • resistance
  • 50. WHAT MAKES A GOOD GAME?
    • Replayability
    • Plot
    • Setting
    • Character
    • Graphics
    • Sound track
    • Modification/Customization
    • Uniqueness
  • 51. GAME AWARDS
    • BAFTA - http://www.bafta.org/
    • IGN - http ://bestof.ign.com
    • Academy of Interactive Arts and Sciences http://www.interactive.org /
    • GameSpot - http://www.gamespot.com
    • GameSpy - http://goty.gamespy.com
    • Game Developer’s Choice Awards - http ://www.gamechoiceawards.com/
    • Game Critics Awards http://www.gamecriticsawards.com /
  • 52. OTHER RESOURCES
    • Gamer Dad - http://www.gamingwithchildren.com/
    • Video Game Librarian – http://www.videogamelibrarian.com/
    • Video Game Report Card by National Institute on Media and the Family http://www.mediafamily.org/
  • 53. GAME REVIEWS
    • School Library Journal
    • Voice of Youth Advocates “Get Your Game On” column
    • Gaming Magazines
    • Tech Magazines
  • 54. 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
  • 55. WII GAMES FOR TEENS
    • Legend of Zelda: Twilight Princess (Nintendo 2006)  
    • MarioKart (Nintendo, 2008)
    • Rayman Raging Rabbids (Ubisoft, 2007)
    • Super Paper Mario (Nintendo, 2007)  
    • Super Smash Brothers: Brawl (Nintendo, 2008) Fighting.  Tony Hawk’s Downhill Jam (Activision, 2006)
    •  
  • 56. PLAYSTATION 3 GAMES FOR TEENS
    • American Idol Karaoke Revolution: Encore. (Konami/Blitz, 2008)
    • FIFA Soccer 08 (EA Games, 2007)
    • Lair. (SCEA, 2007)
    • Ratchet & Tank: Tools of Destruction (Sony/Insomniac, 2007)
    • The Simpsons Game. (EA, 2007)
  • 57. XBOX 360 GAMES FOR TEENS
    • Beautiful Katamari. (Namco, 2007)
    • Fight Night Round 3 (EA, 2006)
    • Lego Star Wars: The Complete Saga (Eidos, Traveller’s Tales, 2008)
    • Lost Odyssey (Mistwalker/Microsoft Studios, 2007)
    • Project Gotham Racing 3 (Microsoft Game Studios/Bizarre Creations, 2005)
  • 58. CORE COLLECTIONS:
    • http://del.icio.us/informationgoddess29/corecollections
    • Neal Schuman, 2008
  • 59. IN CONCLUSION…
    • Libraries are about access to stories, and access to information – in any format.
    • We have to stop being format snobs!
  • 60. THANK YOU!
    • Beth Galla
    • CONTACT:
    • 603.247.3196
    • [email_address]
    • LINKS:
    • http://del.icio.us/informationgoddess29
    • SLIDES:
    • http://informationgoddess.info