2008 AZLA Conference

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  • 1. Killing Monsters II: Getting Your Game On In Libraries 2008 Susan White, MLIS University Librarian [email_address]
  • 2. Personal Gaming Platform History
    • 1982 – Atari 5200 (best Christmas ever)
    • 1984 – Commodore 64
    • 1986 – Nintendo NES
    • 1989 – Nintendo Gameboy
    • 1992 – PC (note PC gaming with windows 1992-current)
    • 1993 – Sony Playstation
    • 2003* – Xbox
    • 2007 – Nintendo Wii
    • 2008 – Xbox 360
    *note the gap in platform upgrades reflects college and graduate school *in the past 25+ years I have played too many games to list (or remember) What I played this week
  • 3. Why are Games an issue with Libraries?
    • Games are experimental media that lead to reading, interaction, communication, and creation.
    • How is
    •  better than 
  • 4. What is our attitude based on our collections ?
  • 5. <- look 33 libraries have it as of September 2007 Note as of 2007 Smash Brothers Melee is incredibly popular and is a best selling title for a wide age range.
  • 6. <- look 147 libraries have it as of December 2008 I see the beginnings of a trend of inclusion.
  • 7. <- searching subject headings the in 2007 we see 1138 library holding for a book strongly against gaming. What’s going on here???
  • 8. <- in 2008 we see 1154 up from 1138 in 2007 for library holdings for a book strongly against gaming. However we see 599 libraries with a subscription to a Nintendo magazine.
  • 9. My Agenda
    • creating vibrant library programming
    • advancing game collection development for children through adults
    • defining library policies and circulation procedures.
  • 10.
    • Admirable Focus on Teen Services
    • Gaming events
    • Tournaments
    • Libraries with dedicated teen spaces
    • Ties-ins to movies, graphic novels (i.e. teen culture)
    Games and Libraries Right Now Limited focus on Multimedia text collections, interactive worlds, Dynamic content creation etc.
  • 11. Critical Objections to Gaming in libraries
    • Expense
    • “ My library isn’t a rec. center”
    • Mission
    • Staff knowledge
  • 12.
    • Collections
    • Policies
      • Does your library have signs that say “no gaming” ?
      • If so what does that say about your organization’s philosophy about gaming?
    • Ability to provide reference about game
    • Programming for all constituents
    The reality about gaming and libraries is best expressed in
  • 13.
    • On August 3, 2007 Library of Congress announced:
    • Digital Preservation Program Makes Awards to Preserve American Creative Works
    • Preserving Creative America Initiative to Engage Private Sector Creators of Films, Sound Recordings, Photographs, Cartoons and Video Games in Digital Formats
    • National Digital Information Infrastructure and Preservation Program (NDIIPP )
    Source http://www.loc.gov/today/pr/2007/07-156.html Cultural Shift from the Top Down
  • 14. Getting Game in the Collection
    • Changing Attitudes
    • Collection Development
    • Professional Development
    • Circulation that works
    • Cataloging
    • Programming
    • Collection Maintenance
  • 15. What We Can Learn From Games
    • Physics, Mathematics (Even in Halo 3)
    • Social Consciousness (Darfur is Dying)
    • Sociology and Economics (Second life)
    • Oh, and there are intentionally educational games too
      • Note: If you can’t apply basic geometry and physics Mario will never save the princess
  • 16. Some Important Statistics for Your Library Director or Board
    • Eighty-five percent of all games sold in 2007 were rated &quot;E&quot; for Everyone, &quot;T&quot; for Teen, or &quot;E10+&quot; for Everyone 10+.  For more information on game ratings, please see . www.esrb.org .
    • The average game player is 35 years old and has been playing games for 13 years.
    • In 2008, 26 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999
    • 40% of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent).
    Source : http://www.theesa.com/facts/index.asp
  • 17. Understand and Use Game Ratings from ESRB.org
    • EARLY CHILDHOOD (EC) - no material that parents would find inappropriate. 3+
    • EVERYONE (E) - minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. 6+
    • EVERYONE (E10+) - cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes. 10+
    • TEEN (T) - violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. 13+
    • MATURE (M) - intense violence, blood and gore, sexual content and/or strong language.
    • ADULTS ONLY (AO) - may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
  • 18. http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf
  • 19. Why I love Nintendo As A Librarian
    • Systems are extremely durable
    • The Nintendo game catalog is designed for a wide audience with teen and younger ratings (E-T)
    • Wide appeal to children and adults
    • Cheaper than every other system
    • Multiplayer
    • Incredible Technology – Controllers
    • Wii
  • 20. Your Basic Starter Game Library
    • Pick one System (250-400)
      • Consoles
      • Handheld
      • PC
    • Controllers (35 each) at least 4 and plan to buy replacements
    • Games (15-20 titles at an average of 45 each)
    • Total : 1500 – 2000 initial cost = one set of reference books
  • 21. Common Mistakes to Avoid when you get started
    • Buying games and supporting programs for controversial games
    • Circulating PC Games
      • EULAs
      • Other Licensing Concerns
    • Only having one person develop the collection or understand the systems
    • Trying to support too many platforms
    • Leaving any equipment small enough to fit in a backpack unsecured in public areas
    • Having controversial games in your collection or programming
    • Trying to support multiple platforms
    • PC games
      • EULAs
      • System and other licensing issues
    • Having only one person on staff knowledgeable about game reference or technical services
    • Leaving equipment small enough to fit in a backpack unsecured
    • Failing to catalog your controllers
    Some Common Mistakes to Avoid when you start
  • 22. Common Mistakes to Avoid when you get started
    • Buying games and supporting programs for controversial games
    • Circulating PC Games
      • EULAs
      • Other Licensing Concerns
    • Only having one person develop the collection or understand the systems
    • Trying to support too many platforms
    • Leaving any equipment small enough to fit in a backpack unsecured in public areas
    • Know your collection
    • Understand how to set up your system (Technical Services)
    • Become knowledgeable about a wide range of games (Basic Reference)
    • Have the capacity to discuss game and game related issues with your constituents
    Professional Development
  • 23. Build Your Collection
    • Based on community wants and needs
    • Create an Advisory Board
    • Consult libraries that game
    • Consult gaming librarians (yes we exist!)
    • http://groups.google.com/group/LibGaming?hl=en
    • Check the library game blogs: http://libgaming.blogspot.com/
    • Review Game Resources
      • http://www.seriousgames.org/
      • http://www.gamasutra.com/
    • Learn the publishers (EA, Rockstar, Nintendo, Microsoft etc
    • Check out YALSA’s resources
  • 24.
    • Borrowers can save their progress and this is a unique problem for circulation
      • Late items
      • Never returned
    • Game check outs should be commensurate to Film
      • Minimizes staff and patron confusion
      • Enables easier adoption by institution
    Game Circulation Yes, I understand this game takes 400 hours to complete, but it’s still due tomorrow.
  • 25. Programming
    • Typical Game Programming Includes options for Teens
    • Lan parties (Networking Machines)
    • Tournaments
    • Contests
    • Atypical Programming can include
    • Wii community bowling ages 3-99
    • Family Smash Brothers competitions
    • Senior Movement Games
    • Learning game competitions
    • Etc.
  • 26. Policy
    • Create game policies commensurate to existing film policies
      • If children can’t borrow rated R films they can’t borrow (M) Mature games
      • Fines and late fees should be well stated
      • Equipment check outs and peripherals should reflect other equipment check out policies
    • Create procedures (and signage) to support your policies
    • Evaluate and change regularly
    If your board supports your film policies they can understand and support game too.
  • 27. Can I Help Your Library Game? I’m a librarian on a mission to see Arizona Libraries embracing gaming. If you share my enthusiasm or just have questions contact me: Sue White, MLIS University Librarian University of Advancing Technology [email_address] [email_address] < Facebook me! my presentations http://www.slideshare.net/suewhiteg
  • 28. ALA Support 1. Teen Tech Week will be celebrated March 8-14 in 2009 with the theme Press Play @ your library.  Resources and details are available at www.ala.org/teentechweek   3. YALSA has a Gaming Interest Group that members are welcome to opt-in to.  Information is here: http://www.ala.org/ala/mgrps/divs/yalsa/aboutyalsab/discussion.cfm   4. Get Connected: Tech Programs for Teens was published in 2007 and features many ideas for connecting teens and gaming at libraries.  http://www.neal-schuman.com/bdetail.php?isbn=1555706134   5. YALSA's Gaming Interest Group has compiled a list of recommended games for libraries as well as other gaming resources:    http://wikis.ala.org/yalsa/index.php/Gaming_Lists_%26_Activities     8. YA-YAAC is a listserv open to anyone interested in participating. It has over 1,000 subscribers who discuss library programming ideas for teens, including gaming.  People can subscribe or learn more here: www.ala.org/ala/yalsa/electronicresourcesb/electronicresources.cfm