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Mla08gamers

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MLA 2008 Conference

MLA 2008 Conference

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    • 1. GAMERS IN THE STACKS: A BRIEF LOOK AT WHO THE GAMERS ARE, & WAYS LIBRARIES CAN SERVE THEM Presented for MLA by Beth Gallaway, http://informationgoddess.info May 2008
    • 2. CONTACT, SLIDES & LINKS
      • Beth Gallaway
      • 603.247.3196
      • informationgoddess29 @gmail.com
      • 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
      • Meet developmental needs 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 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)
    • 11. WHAT DEVELOPMENTAL NEEDS ARE BEING MET?
    • 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 & VIDEO GAME SALES GROSS IN THE US IN 2006?* $7.4 * 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. 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!
    • 24. 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?
    • 25. 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
    • 26. 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
    • 27. 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
    • 28. TRY SOME GAMES
      • Set Game
      • Penguin Baseball
      • Bejeweled
      • Chicktionary
      • Bob the Blob
      • Club Penguin
      • Runescape
      • Diner Dash
      • Snood
      • http://del.icio.us/informationgoddess29/games
    • 29. DOES YOUR LIBRARY ALLOW PATRONS TO PLAY GAMES ON LIBRARY COMPUTERS?
      • YES
      • NO
    • 30. POLL #9: 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.
    • 31. AND … CREATE A GAMING EXPERIENCE
      • Programs
      • Collections
    • 32. 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.
    • 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. WHAT MAKES A SUCCESSFUL GAMING PROGRAM?
      • Do your homework
      • Provide variety
      • Open up to the community
      • Spread the word
      • Play
    • 35. FOR PROGRAMS, CHOOSE A GAME THAT IS...
      • Multiplayer
      • Short Rounds
      • Rated E or T
      • Easy to Learn
      • Challenging to Master
      • Appealing to a wide demographic
    • 36. WHAT % OF GAMERS PLAY ON HANDHELDS? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 32 % 32%
    • 37. 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
    • 38. 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
    • 39. “ 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”
    • 40. 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
    • 41. 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.
    • 42. GAMING COLLECTION DEVELOPMENT
      • Magazines
      • Strategy guides
      • Nonfiction about gaming
      • Fiction with gaming as a plot or subplot
    • 43. PRIMA STRATEGY GUIDES
      • eGuides in PDF format
      • 504 titles
      • $12.99 each
    • 44. COLLECTION POLICY CONSIDERATIONS
      • Formats
        • Console
        • PC
        • Internet
        • Subscription
      • Breadth & Depth
        • Genres
        • Styles
        • Age ranges
      • Budget
    • 45. COLLECTION MANAGEMENT
      • Storage depends on:
        • format
        • staff
        • space
        • budget
      • Theft
        • start with programs
        • start small
      • Issues
        • replacement/repair
        • resistance
    • 46. 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
    • 47. IN CONCLUSION…
      • Libraries are about access to stories, and access to information – in any format.
      • We have to stop being format snobs!
    • 48. THANK YOU!
      • Beth Galla
      • CONTACT:
      • 603.247.3196
      • informationgoddess29 @gmail.com
      • LINKS:
      • http ://del.icio.us/informationgoddess29
      • SLIDES:
      • http://informationgoddess.info

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