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Gaming in Libraries Reaching Out & Teaching By   John  Fudrow PSTG 11.14.2008
 
 
Nostalgia
<ul><li>1952 – Noughts and Crosses developed at Cambridge </li></ul><ul><li>1958 – William Higginbotham develops Tennis fo...
Progression
New Paths
Average Age of  Game Players The Facts 34 50+ Under 18 18 - 49
Cultural Influences
Why the Library?
Outreach
Community
Staff Development
Instruction I’ll Get It Within Range
Information Literacy
Collection
Preservation
Future Possibilities
Questions? Harris, Amy, and Scott E. Rice.  Gaming in  Academic Libraries: Collections,  Marketing, and Information Litera...
Quarantined: Axl Wise and the Information Outbreak   http://gaming.techsource.ala.org/images/e/ec/Quarantined_techsource.p...
Library Game Blogs Library Games http://librarygames.blogspot.com/ LibGaming http://libgaming.blogspot.com/ Research Quest...
Resources & Game Info Entertainment Software Association http://www.theesa.com/ Gaming Bibliography http://www.refworks.co...
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Gaming In Libraries

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  • Mnay of you may be wondering just why we are talking about gaming in a library. Not about using the public computers to host LAN parties, but rather to explore how gaming can be used to our advantage.
  • Transcript of "Gaming In Libraries"

    1. 1. Gaming in Libraries Reaching Out & Teaching By John Fudrow PSTG 11.14.2008
    2. 4. Nostalgia
    3. 5. <ul><li>1952 – Noughts and Crosses developed at Cambridge </li></ul><ul><li>1958 – William Higginbotham develops Tennis for Two on an oscilloscope </li></ul><ul><li>1976/1980 – Atari 2600 released/ Pac Man arrives stateside </li></ul><ul><li>1986/1990 – NES and Sega Master System/SNES vs Genesis </li></ul><ul><li>1991 – Sid Meier’s Civilization released </li></ul><ul><li>1995/1996/1998 – Sony Playstation/Nintendo 64/Pokemon </li></ul><ul><li>2000 – Playstation 2/Phantasy Star Online </li></ul><ul><li>2004/2006 – World of Warcraft/Nintendo Wii </li></ul>Brief History of Video Gaming History
    4. 6. Progression
    5. 7. New Paths
    6. 8. Average Age of Game Players The Facts 34 50+ Under 18 18 - 49
    7. 9. Cultural Influences
    8. 10. Why the Library?
    9. 11. Outreach
    10. 12. Community
    11. 13. Staff Development
    12. 14. Instruction I’ll Get It Within Range
    13. 15. Information Literacy
    14. 16. Collection
    15. 17. Preservation
    16. 18. Future Possibilities
    17. 19. Questions? Harris, Amy, and Scott E. Rice. Gaming in Academic Libraries: Collections, Marketing, and Information Literacy . Chicago: Association of College and Research Libraries, 2008.
    18. 20. Quarantined: Axl Wise and the Information Outbreak http://gaming.techsource.ala.org/images/e/ec/Quarantined_techsource.pdf Hard Play at UCalgary http://www.ucalgary.ca/hardplay/ IL Game at UNC http://library.uncg.edu/game/ Library Arcade http://www.library.cmu.edu/Libraries/etc/index.html Library Game Links
    19. 21. Library Game Blogs Library Games http://librarygames.blogspot.com/ LibGaming http://libgaming.blogspot.com/ Research Quest http://researchquest.blogspot.com/ ALA Techsource http://gaming.techsource.ala.org/
    20. 22. Resources & Game Info Entertainment Software Association http://www.theesa.com/ Gaming Bibliography http://www.refworks.com/refshare?site=045671184310000000/RWWS6A1113260/gaming%20in%20libraries Worldcat.org List http://www.worldcat.org/profiles/johnfudrow/lists/42713 History of Video Gaming http://en.wikipedia.org/wiki/History_of_video_games
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