Game Presentation SLA CPIT

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    Game Presentation SLA CPIT - Presentation Transcript

    1. Gaming in Special Libraries Presented by Dan Hood and John Fudrow
    2. Who We Are
      • Dan Hood
        • Information Literacy Fellow at Carnegie Mellon University
      • John Fudrow
        • Soon to be Assessment Librarian at the University of Pittsburgh
    3. Who We Are Virtually…
    4. Who We Are Virtually…
      • Public Libraries
        • Marketing
      3 Distinct Uses
      • Academic Libraries
        • Teaching
      • Special Libraries
        • Skill Building
    5. Everyone’s a Gamer Average Game Player Age is: 33 25% -- 50+ yrs. 44% -- 18-49 yrs. 31% -- under 18 yrs From Entertainment Software Assocation , 2007.
    6. How can it help?
      • Benefits
        • Increases Productivity
          • An active mind is a happy mind
        • Relieves Stress
          • Meditative States
        • Builds Friendships
          • Community and competitive relations
    7. MMORPG’s (Massively Multiplayer Online Roleplaying Games) Teamwork & Communication through
    8. MMORPG’s World of Warcraft Guild Wars 10 Million Subscribers 5 Million Subscribers
    9. MMORPG’s
      • Pros
      • Teamwork
      • Communication
      • Fast paced
      • Team goals - task oriented
      • Cons
      • Causes rather than relieves
      • Addicting - too immersive
      • Steep learning curve
    10. In MMORPG’s and Squad Based Games, communication is key to completing tasks. Communication Those same communication skills are highly sought after traits in the business world.
    11. Halo 2 Communication Tabula Rasa
    12. Communication
      • Pros
      • Cooperation and Planning
      • Leaders emerge
      • Verbal and Emoted Signals
      • Cons
      • Language
      • Embarassment
    13. Games can provide stress relief, similar to meditation. Stress Relief
    14. Endless Ocean Stress Relief
    15. Tetris Stress Relief Bejeweled 2
    16. Stress Relief
      • Pros
      • Psychomotor Rather than Cognitive
      • Easily Attainable Tasks
      • Enjoyment through process
      • Single or Multiplayer
      • Cons
      • Can be Addicting
      • Not for Everyone
        • Different Audiences
    17. Skill Building Games often help players develop hand/eye coordination and fine-motor skills.
    18. Skill Building Trauma Center
    19. Skill Building
      • Pros
      • Fine Motor Skill Honing
      • Pure Enjoyment of Training
      • Quick – Yet Effective
      • Cons
      • Not All Games are Equal
      • Limited in Scope
    20.  
    21. References
      • Game Player Data- Fact Sheet, Entertainment Software Association, http://www.theesa.com/facts/gamer_data.php (Accessed November 5, 2007
      • Nardi, B. and Harris, J. 2006. Strangers and friends: collaborative play in world of warcraft. In Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work (Banff, Alberta, Canada, November 04 - 08, 2006). CSCW '06. ACM, New York, NY, 149-158. DOI= http://doi.acm.org/10.1145/1180875.1180898
      • Richard Wray, Communications editor 2007. Financial: Corporate world makes haste to get in step with the virtual world: The digital universe: Business sees new ways of reaching consumers - and their own workers. The Guardian, July 14, http://www.proquest.com/ (accessed March 25, 2008).
      • KAMAU HIGH 2004. How playing power drives lessons home: CORPORATE TRAINING: The fast- growing US business e-learning market is an unlikely beneficiary of gaming technology, writes Kamau High: :[LONDON 2ND EDITION]. Financial Times, September 8, http://www.proquest.com/ (accessed March 25, 2008).
      • WoW is the New MUD: Social Gaming from Text to Video. Mortensen, Torill Elvira. Games and Culture, Oct 2006; vol. 1: pp. 397-413.
      • Williams, D., N. Ducheneaut, L. Xiong, Y. Zhang, N. Yee, and E. Nickell (2006, October). From tree house to barracks: The social life of guilds in world of warcraft. Games and Culture 1 (4), 338-361.

    + John FudrowJohn Fudrow, 2 years ago

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