Your SlideShare is downloading. ×
Creating great gaming experience presentation
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Introducing the official SlideShare app

Stunning, full-screen experience for iPhone and Android

Text the download link to your phone

Standard text messaging rates apply

Creating great gaming experience presentation

72
views

Published on

Malaysia and Indonesia presentations

Malaysia and Indonesia presentations


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

  • Be the first to like this

No Downloads
Views
Total Views
72
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. CREATING GREAT GAMINGEXPERIENCESIn the Library!
  • 2. Thank you!American Corners in Indonesiahttp://jakarta.usembassy.gov/american-corner.html
  • 3. ContactKelly CzarneckiTeen Services LibrarianEmail: kellyczarnecki1@gmail.comLibrary Twitter: twitter/com/cmlibraryLibrary Facebook: facebook.com/cmlibraryteens
  • 4. ImaginOn: Public Library
  • 5. Children’s Theatre of Charlotte
  • 6. Audience Question:What is a game?
  • 7. –Scott Nicholson, Associate Professor at the School of InformationStudies at Syracuse University and the director of the Because PlayMatters game lab“All games are educational in some way.”
  • 8. What do games have to do with books?
  • 9. What does Gaming have to dowith the library?
  • 10. “Look at Mark Zuckerberg. I was sittingnext to him at dinner a couple of yearsago, and he said he taught himselfprogramming primarily because he wasinterested in games.” – PresidentBarack Obama, 2012
  • 11. What are your goals?
  • 12. Creating the Gaming Experience
  • 13. Creating the Gaming Experience:Knowledge Games
  • 14. Creating the Gaming Experience:Strategy Games
  • 15. Creating the Gaming Experience:Action Games
  • 16. Creating the Gaming Experience:Narrative Games
  • 17. Tournaments
  • 18. Putting Your Tournament Together•Marketing•Staff/Volunteers•Sign Up/Sign in•Equipment•Rules•Space•Evaluations
  • 19. “You can look at video games as beingvery simple and dismiss them. Or youcan look at them as simulated learningenvironments. These simulations willbecome what most of our students arelearning from” –Steve Jobs, 2011
  • 20. Best Practices: Libraries Creating GamingExperiencesNew York Public LibraryAlternate Reality Game
  • 21. Best Practices: Libraries Creating GamingExperiencesHennepinCounty Library,Minnesota
  • 22. Best Practices: Libraries Creating GamingExperiencesAnn Arbor District LibraryMichigan
  • 23. Best Practices: Libraries Creating GamingExperiencesGame On! After schooltutoring and gaming clubNorth Carolina
  • 24. Best Practices: Libraries Creating GamingExperiencesSponsored by theAmerican LibraryAssociation6th AnnualEvent:Nov. 16, 2013
  • 25. “Newer work, however, argues thatpeople primarily think and learn throughexperiences they have had, not throughabstract calculations andgeneralizations.”-James Paul Gee, ArizonaState University, Literary Studies
  • 26. 5things you can do today!
  • 27. Games Mentioned• Trivia Pursuit Aye!, Dark Overlord• Giant Scrabble Little Big Planet (LBP)• QR Code Scavenger Hunt Game of Thrones• 1960: the Making of a President Marvel Ultimate Alliance• Runescape Pirates!• Chess• Checkers• UNO• Go• Rock Band• Mini Golf• Wii Sports• Dance Dance Revolution (DDR)
  • 28. Resources• ALA Library Gaming Toolkit: http://www.librarygamingtoolkit.org/• LibGaming Google Group: groups.google.com/group/libgaming• Library Gamer: http://librarygamer.wordpress.com/• Playing to Learn: Video Games in theClassroom:http://www.playingtolearn.org/• Beck, John C. and Mitchell Wade. The Kids Are Alright: How the GamerGeneration is Changing The Workplace. Cambridge, MA: Harvard BusinessSchool Press, 2004.• Gee, James Paul. What Video Games Have to Teach Us About Learning andLiteracy. Palgrave McMillan, 2003.• Harris, Amy. Gaming and Academic Libraries: Collections, Marketing, andInformation Literacy. American Library Association, 2008.
  • 29. ContactKelly CzarneckiTeen Services LibrarianEmail: kellyczarnecki1@gmail.comLibrary Twitter: twitter/com/cmlibraryLibrary Facebook: facebook.com/cmlibraryteens
  • 30. Questions?