Help! My Library is Turning Into a Arcade

1,711 views
1,651 views

Published on

For ALSC National Institute

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
1,711
On SlideShare
0
From Embeds
0
Number of Embeds
31
Actions
Shares
0
Downloads
16
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • Help! My Library is Turning Into a Arcade

    1. 1. HELP! MY LIBRARY IS TURNING INTO AN ARCADE Presented by Beth Gallaway for ALSC N a tional Institute September 2008 Salt Lake City UT http://informationgoddess.info
    2. 2. WHAT IS A GAME? <ul><li>GAME : activity engaged in for diversion or amusement; synonym: see FUN </li></ul><ul><li>VIDEO GAME : an electronic game played by means of images on a video screen and often emphasizing fast action </li></ul>Merriam-Webster Online. http://www.m-w.com
    3. 3. Game design slides courtesy of Chris Castaldi http://www.echoshard.com
    4. 4. GOALS <ul><li>What the Player wants to achieve </li></ul><ul><ul><li>Main goals </li></ul></ul><ul><ul><ul><li>Winning! </li></ul></ul></ul><ul><ul><li>Sub-Goals </li></ul></ul><ul><ul><ul><li>Shiny things </li></ul></ul></ul><ul><ul><li>Goals Fit the GAME </li></ul></ul>Game design slides courtesy of Chris Castaldi http://www.echoshard.com
    5. 5. OBSTACLES <ul><li>Impeding the player’s progress </li></ul><ul><ul><li>Impeding the player’s path </li></ul></ul><ul><ul><li>Feeling of Accomplishment </li></ul></ul><ul><ul><li>Challenging the player </li></ul></ul>Game design slides courtesy of Chris Castaldi http://www.echoshard.com
    6. 6. TOOLS <ul><li>Tools are what the player use to get to its goal </li></ul><ul><ul><li>A Sword </li></ul></ul><ul><ul><li>A Spell </li></ul></ul><ul><ul><li>A Jump </li></ul></ul><ul><ul><li>Players need to use them properly </li></ul></ul>Game design slides courtesy of Chris Castaldi http://www.echoshard.com
    7. 7. SECOND CHANCES <ul><li>The Player’s ability to fail and try again </li></ul><ul><ul><li>Only once Chance in reality </li></ul></ul><ul><ul><li>Try again </li></ul></ul><ul><ul><li>Extra Lives </li></ul></ul><ul><ul><li>Health Bar </li></ul></ul><ul><ul><li>Quest for perfection </li></ul></ul>Game design slides courtesy of Chris Castaldi http://www.echoshard.com
    8. 8. LEARNING <ul><li>Player’s Skill and Mastery of the tools they use. </li></ul><ul><ul><li>Player learns the rules of the game and how to rise above them. </li></ul></ul><ul><ul><ul><li>Spikes = Death </li></ul></ul></ul><ul><ul><ul><li>Fire Creatures are immune to fire. </li></ul></ul></ul><ul><ul><li>Increasing Difficulty </li></ul></ul><ul><ul><ul><li>Levels become harder and more complicated. </li></ul></ul></ul>Game design slides courtesy of Chris Castaldi http://www.echoshard.com
    9. 9. WHY GAMES AT THE LIBRARY? BECAUSE GAMES … <ul><li>Are just like books, they are just another new format </li></ul><ul><li>Are the medium of choice for the millennial generation </li></ul><ul><li>Meet developmental needs of teens </li></ul><ul><li>Are literary </li></ul><ul><li>Reinforce new literacies </li></ul>
    10. 10. GAMES ARE LIKE BOOKS... THEY ARE JUST A NEW FORMAT
    11. 11. 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
    12. 12. 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%
    13. 13. WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 40%
    14. 14. GAMING MEETS DEVELOPMENTAL NEEDS OF YOUNG ADOLESCENTS <ul><li>Positive social interaction with adults & peers </li></ul><ul><li>Structure and clear limits </li></ul><ul><li>Physical activity </li></ul><ul><li>Creative expression </li></ul><ul><li>Competence and achievement </li></ul><ul><li>Meaningful participation in families, school, communities </li></ul><ul><li>Opportunities for self-definition </li></ul>NMSA. NMSA Research Summaries. Young Adolescents Developmental Needs (1996)
    15. 15. WHAT DEVELOPMENTAL NEEDS ARE BEING MET?
    16. 16. GAMING = LITERACY <ul><li>Environmental print </li></ul><ul><ul><li>signage </li></ul></ul><ul><ul><li>labels </li></ul></ul><ul><ul><li>maps </li></ul></ul><ul><li>Reading about the game </li></ul><ul><ul><li>instructions </li></ul></ul><ul><ul><li>walkthroughs </li></ul></ul><ul><li>Writing about the game </li></ul><ul><ul><li>forums </li></ul></ul><ul><ul><li>websites </li></ul></ul><ul><li>Chat: </li></ul><ul><ul><li>“ WTS, Mageweave cloth, 15g” </li></ul></ul>
    17. 17. GAMING REINFORCES NEW LITERACIES <ul><li>Exposing knowledge </li></ul><ul><li>Employing information </li></ul><ul><li>Expressing ideas compellingly </li></ul><ul><li>Ethics on the Internet </li></ul>Warlick, David. ”The New Literacies.” Scholastic Administrator. Mar-Apr2005
    18. 18. 1. EXPOSING KNOWLEDGE <ul><li>Find information </li></ul><ul><li>Understand and explain found information regardless of its format </li></ul><ul><li>Evaluate information </li></ul><ul><li>Organize information </li></ul>
    19. 19. 2. EMPLOYING INFORMATION <ul><li>Computation </li></ul><ul><li>Measurement </li></ul><ul><li>Analysis </li></ul><ul><li>Application </li></ul>
    20. 20. 3. EXPRESSING IDEAS COMPELLINGLY <ul><li>Mechanics matter </li></ul><ul><li>Creativity & efficiency highly rated </li></ul><ul><li>Text, images, audio, and video are used to express ideas in many digital formats </li></ul>
    21. 21. WAYS GAMERS EXPRESS IDEAS COMPELLINGLY <ul><li>Fan Fiction </li></ul><ul><li>Machinima </li></ul><ul><li>Web Comics </li></ul><ul><li>Fan Forums </li></ul><ul><li>Clan Websites </li></ul>
    22. 22. ETHICS ON THE INTERNET <ul><li>Modding – recreating game content </li></ul><ul><li>FanFic – writing stories about characters created/owner by someone else </li></ul><ul><li>Machinima – films/videos created through recording video game play </li></ul>
    23. 23. HAVE YOU EVER PLAYED A GAME RATED “M” FOR MATURE? <ul><li>YES </li></ul><ul><li>NO </li></ul>
    24. 24. 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%
    25. 25. HOW CAN LIBRARIES SERVE YOUNG GAMERS? <ul><li>Connect games with “traditional” materials </li></ul><ul><li>Think like a gamer </li></ul><ul><li>Become a strategy guide </li></ul><ul><li>Research video game culture </li></ul><ul><li>Support gaming </li></ul><ul><li>Create a gaming experience: </li></ul><ul><ul><li>Game collections </li></ul></ul><ul><ul><li>Gaming programs </li></ul></ul><ul><li>Try some games! </li></ul>
    26. 26. USE GAMES IN READER'S ADVISORY <ul><li>INSTEAD OF: </li></ul><ul><li>What authors do you like to read? </li></ul><ul><li>What are the last 3 books you read? </li></ul><ul><li>What did you like about them? </li></ul><ul><li>ASK: </li></ul><ul><li>What movies do you like? </li></ul><ul><li>What TV shows do you watch? </li></ul><ul><li>What games do you play? </li></ul>
    27. 27. THINK LIKE A GAMER <ul><li>Everything is in BETA </li></ul><ul><li>Get a screen name </li></ul><ul><li>It's all about YOU </li></ul><ul><li>You can’t break it </li></ul><ul><li>Fail early, fail often </li></ul>
    28. 28. BE A STRATEGY GUIDE... ...NOT A LEVEL BOSS! <ul><li>Show, don’t tell. </li></ul><ul><li>Make it interactive. </li></ul><ul><li>Have a free-for-all. </li></ul><ul><li>Ask for a demo of expertise </li></ul>
    29. 29. RESEARCH VIDEO GAME CULTURE <ul><li>Watch Red Vs. Blue </li></ul><ul><li>Read Penny Acade or PvP </li></ul><ul><li>Skim gaming magazines </li></ul><ul><li>Link to gaming sites </li></ul><ul><li>Pay attention to gaming around you </li></ul><ul><li>Attend GLLS2008 </li></ul><ul><li>Join the LibGaming Google group: http://groups.google.com/group/ libgaming </li></ul>
    30. 30. TRY SOME GAMES <ul><li>Set Game </li></ul><ul><li>Penguin Baseball </li></ul><ul><li>Bejeweled </li></ul><ul><li>Chicktionary </li></ul><ul><li>Bob the Blob </li></ul><ul><li>Club Penguin </li></ul><ul><li>Runescape </li></ul><ul><li>Diner Dash </li></ul><ul><li>Snood </li></ul><ul><li>http://del.icio.us/informationgoddess29/games </li></ul>
    31. 31. 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.
    32. 32. AND … CREATE A GAMING EXPERIENCE <ul><li>Programs </li></ul><ul><li>Collections </li></ul>
    33. 33. 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.
    34. 34. WHAT MAKES A SUCCESSFUL GAMING PROGRAM? <ul><li>Do your homework </li></ul><ul><li>Provide variety </li></ul><ul><li>Open up to the community </li></ul><ul><li>Spread the word </li></ul><ul><li>Play </li></ul>
    35. 35. FOR PROGRAMS, CHOOSE GAMES THAT ARE: <ul><li>Multiplayer </li></ul><ul><li>Short rounds </li></ul><ul><li>Rated E or T </li></ul><ul><li>Easy to learn </li></ul><ul><li>Challenging to master </li></ul><ul><li>Appealing to a wide demographic </li></ul>
    36. 36. WHAT % OF GAMERS PLAY ON HANDHELDS? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/index.asp 32 % 36%
    37. 37. HANDHELD PROGRAM <ul><li>Cell phone clinic </li></ul><ul><li>PSP Gamefest </li></ul><ul><li>Nintendo DS Gamefest </li></ul>
    38. 38. MODEL GAMING PROGRAMS <ul><li>Velma Teague Branch, Glendale Public Library R u nescape LAN party </li></ul><ul><ul><li>2 sessions </li></ul></ul><ul><ul><li>6-12 teens </li></ul></ul>
    39. 39. AFTER SCHOOL ZONE <ul><li>Benicia Public Library , CA </li></ul><ul><ul><li>Hanging out, snacks and playing games encourages </li></ul></ul><ul><ul><li>Kids and teens who have gotten parental consent can play Halo 2 and Ghost Recon on the XBox 360; </li></ul></ul><ul><ul><li>Mario Kart and Super Smash Bros. Melee are popular on Gamecube </li></ul></ul>
    40. 40. MODEL GAMING PROGRAMS <ul><li>Ann Arbor District Library (MI) Mario Kart, Super Smash Bros, & DDR </li></ul><ul><ul><li>Tournaments for all ages </li></ul></ul><ul><ul><li>Regular programs </li></ul></ul><ul><ul><li>Online community </li></ul></ul>
    41. 41. G A ME DESIGN! <ul><li>Ben 10 Alien Force Game Creator </li></ul><ul><li>http://gamecreator.cartoonnetwork.com/ </li></ul>
    42. 42. DDR RECIPE FOR SUCCESS <ul><li>One console ( $80-$600) </li></ul><ul><li>2-4 dance pads ( $20-$300 each) </li></ul><ul><li>1 game ( $25-$60) </li></ul><ul><li>1 LCD projector ($600-1000) or TV ($100-$2K) </li></ul><ul><li>1 one large screen or white wall </li></ul><ul><li>Activity for waiters </li></ul><ul><li>Water </li></ul>
    43. 43. “ DDR+GUTIART HERO= FUN” <ul><li>“ Awesome cuz everyone gets along with each other, there’s no waiting in line or nething. Plus guitar hero is a wicked rad game.” </li></ul>“ 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”
    44. 44. 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.
    45. 45. GAMING COLLECTION DEVELOPMENT <ul><li>Magazines </li></ul><ul><li>Strategy guides </li></ul><ul><li>Nonfiction about gaming </li></ul><ul><li>Fiction with gaming as a plot or subplot </li></ul>
    46. 46. PRIMA STRATEGY GUIDES <ul><li>eGuides in PDF format </li></ul><ul><li>504 titles </li></ul><ul><li>$12.99 each </li></ul>
    47. 47. COLLECTION POLICY CONSIDERATIONS <ul><li>Formats </li></ul><ul><ul><li>Console </li></ul></ul><ul><ul><li>PC </li></ul></ul><ul><ul><li>Internet </li></ul></ul><ul><ul><li>Subscription </li></ul></ul><ul><li>Breadth & Depth </li></ul><ul><ul><li>Genres </li></ul></ul><ul><ul><li>Styles </li></ul></ul><ul><ul><li>Age ranges </li></ul></ul><ul><li>Budget </li></ul>
    48. 48. COLLECTION MANAGEMENT <ul><li>Storage depends on: </li></ul><ul><ul><li>format </li></ul></ul><ul><ul><li>staff </li></ul></ul><ul><ul><li>space </li></ul></ul><ul><ul><li>budget </li></ul></ul><ul><li>Theft </li></ul><ul><ul><li>start with programs </li></ul></ul><ul><ul><li>start small </li></ul></ul><ul><li>Issues </li></ul><ul><ul><li>replacement/repair </li></ul></ul><ul><ul><li>resistance </li></ul></ul>
    49. 49. BEST PRACTICES: COLLECTIONS <ul><li>Rockridge </li></ul><ul><li>Ages 13-18 year olds </li></ul><ul><li>PS2 games </li></ul><ul><li>2 games/patron </li></ul><ul><li>No holds/renewals </li></ul><ul><li>7 day free checkout </li></ul><ul><li>$1/day late fee </li></ul><ul><li>$50/replacement fee </li></ul><ul><li>Genres: sports, adventure, racing, fighting, and shooters. </li></ul><ul><li>Helen McGraw </li></ul><ul><li>E, E10+ and T </li></ul><ul><li>PS2 and PC games </li></ul><ul><li>14 day circ </li></ul><ul><li>$.25/day late fee </li></ul><ul><li>game cost+$5/replacement fee </li></ul><ul><li>Genres: compilations, sports, racing games, platformers, unique and quirky titles </li></ul>
    50. 50. THANK YOU! BETH GALLAWAY INFORMATION GODDESS CONSULTANT <ul><li>Links: http://www.delicious.com/informationgoddess29/alsc </li></ul><ul><li>Email: informationgoddess29 @gmail.com </li></ul><ul><li>Website: http ://informationgoddess.info </li></ul><ul><li>Phone: 603.247.3196 </li></ul>

    ×