Gil Sjrlc08
Upcoming SlideShare
Loading in...5

Gil Sjrlc08



Extended presentation offered to help promote video games in library/academic settings. Topics of the presentation include Rise of Video Games, Where video games are played, demographic of gamers, ...

Extended presentation offered to help promote video games in library/academic settings. Topics of the presentation include Rise of Video Games, Where video games are played, demographic of gamers, myths & facts with video games, educational aspects of video games, how to host a party/tournament, and advice on building a collection.

viewers are welcome to refer to this presentation but are asked to ask permission before use.



Total Views
Views on SlideShare
Embed Views



0 Embeds 0

No embeds


Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
Post Comment
Edit your comment

Gil Sjrlc08 Gil Sjrlc08 Presentation Transcript

  • Gaming and Libraries Presented by Tyler E. Rousseau
  • The New Face/s of Gamers
    • Gamers are no longer a stereotype
    • Gamers include both genders
    • Gamers include all ages
    • Gamers include all financial backgrounds
    • Gaming is an official a past time
  • Attitudes of Gamers
      • Gamers are social creatures
      • Gamers are civic minded
      • Gamers are politically diverse
      • Gamers have many ‘outside’ interests
      • Gamers can health conscious
  • Just How Big is Gaming?
    • In just the United States
    • 2007 sales reached $18.8 billion
    • In 2007, the top 3 consoles sold over 28 Million in hardware
    • The top ten selling games of 2007 totaled over 27 million
    • There are approximately 111 million consoles being used in the United States
  • Why the Gaming Explosion?
    • The technology boom
    • The rise of the Internet and wi-fi
    • Casual Gaming market is born
    • It turns out girls like games
    • Video games ‘evolved’
    • Gaming gets social
    • Gamers grew up ( but didn’t really )
  • Where People Game
    • PC
    • Internet
    • Console
    • Handhelds
    • Cell phones
  • Types of Gamer- Casual
      • Do not necessarily own a console
    • Play less time-intensive games or play them in small increments
    • Like simplicity in games
    • Buy less few video games
  • Types of Gamers- Midcore
      • Own a console and/or PC
    • Play time-intensive games
    • Play more than 7 hours a week
    • Well read in video games
    • Commit to storylines but do not feel the need to always finish a game
  • Types of Gamer- Hardcore
    • Have more than one console and/or PC
    • Consider gaming their primary hobby/past time
    • Spend upwards of 20+ hours per week playing games
    • Play games thoroughly and multiple times
    • Will spend what it takes to get game
  • Currently popular consoles
    • Nintendo DS
    • Nintendo Wii
    • Xbox 360
    • Playstation 2
    • Playstation 3
    • Playstation Portable (PSP)
  • So What’s the Big Deal?
    • What does this mean for gaming companies, politically?
    • What is the ‘can of worms’ and what is spilling out?
  • Genres of Games
    • Action/Adventure
    • Shooter
    • Fighting
    • Racing
    • Sims
    • Sports
    • Puzzle
    • Music
    • MMOs
    • Minigames
  • Myths About Gaming
      • Video games have led to an epidemic in youth violence
    • Evidence links violence in video games to aggression
    • Children are the primary market for video games
    • Girls do not play video games
    • There is no educational purpose to video games
    • Video games are socially isolating
    • Most video games are rated Mature
  • Facts about Gaming
    • Gaming can be good
    • Gaming can be bad
    • Not all games are for kids
    • There is a limit
    • Games provide opportunities
    • Gaming has a large audience
    • Gaming can keep a person’s mind sharp
    • Games can be educational
  • Educational aspects in gaming
    • Literacy
    • Spatial
    • Reasoning
    • Logic
    • Real-world applications
    • Encourages the Scientific Method
  • How to host a party
    • Tournament
    • Demo
    • Potpourri
    • Round Table
    • Premiere
  • Considerations for party/tournament
    • Game ratings
    • “ Official Ref”
    • Time Limit or limiting entrants
    • Console v. player ratio
    • Have other activities
    • Food
    • Physical space (noise and room)
    • Sponsors
    • Prizes/Awards
    • Displays
    • Promote!
  • Picking the right game for a tournament or party
    • Multiplayer
    • Consider time investment
    • Learning curve
    • Rating
    • Age appropriateness
    • Consider the gamer you’re targeting
  • Making a gaming program for the library
  • Considerations for Building a Video Game Collection
      • Consoles
      • Funds
      • Selection
      • Ratings
      • Product Safety
  • Collections… consoles
    • Find what your patrons are playing
    • Find what potential patrons would want
    • Consider longevity of console
    • Street Cred vs. reviews
    • Just games or consoles as well?
  • Collections Funds
      • Requires a sincere investment
      • Requires annual funds
      • Consider ‘jello fund’
      • Replacement costs
  • Collections… selection
      • Requires knowledgeable selectors
      • Get your gaming community involved
      • Needs to current and fresh
      • What about ILLs
  • Collections… product safety
      • Where are you going to shelf the games
      • Loaning period
      • Housing the peripherals
      • Check in and check out procedures
      • Fines for overdue and non-returns
  • Keeping Up with Games
      • Fanboy Blogs
      • “ Official” console sites
      • EGM (Electronic Gaming Monthly)
      • Game Informer Magazine