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PAX presentation - The Playful Library: Games, Libraries, and Sharing Geek Culture

Slideshow from the panel at Penny Arcade Expo (PAX) Australia, Sunday 3:30 pm in the Skippy Theatre.

Title: The Playful Library: Games, Libraries, and Sharing Geek Culture.

Organiser: Philip Minchin, Euchronic Games - games & interactivity consultant specialising in advice to libraries.

Leonee Derr, Youth Services Librarian, Melbourne Library Service;
Burke Standen, Admin & Facilities Officer, Melbourne Library Service;
Kim Tairi, Acting Director, Information Resources Group, Swinburne University of Technology;
Hamish Curry, Education Manager - Learning Services, State Library of Victoria.

Discussion of the many ways that libraries are incorporating games into their collections, programs, and facilities, what more they could (and should) be doing in future, and what the possibilities are for getting your game on in the library in the near-to-medium term.

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PAX presentation - The Playful Library: Games, Libraries, and Sharing Geek Culture

  1. 1. The Playful Library:The Playful Library: Games, LibrariesGames, Libraries and Sharing Geek Cultureand Sharing Geek Culture #PAXAus #playfullibrary
  2. 2. Can you hear us?Can you hear us? (Also please check your phones are on silent)(Also please check your phones are on silent)
  3. 3.  Phil Minchin - ex-public library IT, library consultant (also occasional freelance game writer/designer)  Leonee Derr – Youth Services Librarian, Melbourne Library Service  Burke Standen - Administration and Facilities Officer, Melbourne Library Service  Kim Tairi – Hawthorn (&…) Campus Library Manager, Swinburne University of Technology  Hamish Curry - Education Manager, Learning Services, State Library of Victoria PanellistsPanellists
  4. 4.  Phil Minchin - host, library consultant  Leonee Derr – MLS Youth Librarian @leoneeariel  Burke Standen – MLS Facilities  Kim Tairi – Swinburne Library Manager @kimtairi  Hamish Curry – Education Manager, SLV @hamishcurry Panelist contactsPanelist contacts
  5. 5. PanelPanel We’re here to discuss, not just present. Give us a few minutes’ data dump each. Then ask us questions, and share your stories, ideas, crazy schemes that just might work, etc.
  6. 6. We ♥ Research Who are you? Gamers, library staff, library lovers, other? Where are you from? What are you most interested in? ◦ What’s already happening in games in libraries ◦ How to get more of it happening ◦ How to engage with libraries ◦ How to engage with gamers
  7. 7. Libraries: always evolving Libraries are places which gather and share information & culture (esp. books) for a particular community’s self-directed learning and recreation. All those nouns are changing so libraries are changing too: both our collections and our spaces Regardless of planned use, grassroots geekery in libraries has been constant
  8. 8. Libraries are geek culture First librarian: the Ur-geek (possible pun intended) Gathering information, organising it, sharing it – all geeky Collecting, organising and sharing culture – WAY geeky
  9. 9. Games are culture Huizinga, Homo ludens: play is a necessary but not sufficient precondition for culture Play is basic, early culture – like singing, dancing, telling stories Games’ uniqueness as culture: “poetry of system”, systems literacy Most games are shared culture – which makes them a logical fit for libraries
  10. 10. Making is culture, uses info Writing – obviously Crafting – already have the books, and have space Cosplay – making stuff linked to fictional worlds probably represented in the collection Makerspaces – libraries have IT, printing, scanning etc… logical next step, fits self-directed learning & tech access goals
  11. 11. Two-way libraries? Libraries as places that store and publish local content to the world as well as vice versa Libraries as portals to the world of self-publishing Libraries as places to meet people who share interests
  12. 12. Future possibilities Libraries as venues  Already available for the public to use, provided it doesn’t interfere with other users  Many have bookable rooms  I’m investigating tools to help people flag their interest/meet/make times to geek together Library games/gamification?  Some experimentation, e.g. Game of Books. Both gamers and library folk wary. Want to hear your views!
  13. 13. Program questions Lending electronic games like e- books?  Working on it – some interest from vendors, lots from libraries Lending role-playing game books?  Many have a few, Port Phillip Library Service has lots. Recommending trial use of RPGs for teen/adult literacy programs
  14. 14. Program questions Book-club-style game clubs?  Recommended program, looking for someone to fund Game design workshops?  Run by a few libraries around the world, recommending more, both electronic and tabletop
  15. 15. Program questions Consoles in the library?  Has been happening for years!  Ouya is an interesting development – do library folks know about it? International gaming events hosted in the library?  Has been happening annually for the past 6 years!
  16. 16. International Games Day @ your library Saturday November 16, 2013 Global day of gaming, has been running since 2008 Includes Nordic Game Day Includes online games tournaments Includes Global Gossip Game
  17. 17. International Games Day @ your library Saturday November 16, 2013 Public: Library: Registration:
  18. 18. Gaming and the Public Library “Because Play Matters” Leonee Derr and Burke Standen Melbourne Library Service
  19. 19. ∗ Gaming in libraries goes as far back as the late 19th century in the UK ∗ Toy and game libraries opened in the US specifically to support the community during the Great Depression ∗ Competitive puzzle gaming saw an increase in research done in libraries ∗ Research shows in the 20s and then again in the 60s, 70s and 80s a strong relationship between story telling, research and gaming as all part of learning/participating in libraries ∗ Digital gaming has a decades long history of being integral to encouraging people in using the library ∗ Also a history of libraries banning gaming (in the 90s a case where a person was arrested for not desisting at playing Chess) HISTORY: GAMING IS NOT NEW IN LIBRARIES!
  20. 20. ∗ Once upon a time libraries were just nonfiction…. ∗ Games are just another medium through which story, a narrative, an idea or plot is expressed ∗ To provide a service which includes everyone’s preferred style of interacting with narrative/story means offering games alongside movies, graphic novels/comics, text-based books, talking books, ebooks, etc ∗ It’s also the books and other supporting material on the who/what/why of games and gaming (be it D&D or Magic or Playstation Magazine) Gaming as a collection
  21. 21. ∗ The library as a location for people to come and pick up a chess or checker board, go online on a public pc and game via the internet, pick up a Playstation, Wii, or XBOX controller and ‘game.’ ∗ Limitation of this aspect of libraries and games/gaming is it is quite a solitary activity or one which may require personal organisation with another person Gaming at will
  22. 22. ∗ Organised, group events put on by the library ∗ Social inclusion ∗ Sharing of story ∗ Connecting with community ∗ Inter-generational ∗ Global ∗ Cross-interest mixing ∗(Minecraft as a way to develop new library spaces) Gaming as programming
  23. 23. Why games and public libraries? “BECAUSE PLAY MATTERS!”-Scott Nicholson
  24. 24. Academic library
  25. 25. Collections | programs |spaces | future
  26. 26. Zombies in libraries - - flickr UTS Library
  27. 27. Collections | programs |spaces | future
  28. 28. State Library of Victoria P–28 Discover Learn Create Connect The discovery of information Enabling the generation of new knowledge and ideas
  29. 29. P–29 Games events
  30. 30. P–30 Play in process Hanging out Messing around Geeking out International Library Games Day 2012
  31. 31. P–31 MV Anderson Chess Room
  32. 32. Freeplay: Independent Games Festival P–32
  33. 33. Pop Up Playground P–33
  34. 34. P–37 “The digital revolution should spark library evolution.” Dan Terzian
  35. 35. International Games Day @ your library Saturday November 16, 2013 Public: Library: Registration:
  36. 36. Making the case for games See IGD blog – “Talking points” series (starts May 22) Games are culture, as old as any other type of culture (and older than most) (also: popular & not going anywhere) Have to be shared, therefore they foster community & inclusion Develop “theory of mind” Can be good or bad art (like books) Foster traditional and systems literacy
  37. 37. Reaching out to libraries Game quietly in the library for a bit, get to know staff Borrow and request books relating to games, talk to staff as you borrow them Use points on “making the case” slide Offer to help run basic games events Feel free to contact us for advice
  38. 38. Reaching out to gamers Look on Meetup, Facebook, BoardGameGeek for gamers in your area. (Shout out to Café Games!) Contact local game stores Especially for roleplaying games, talk to Organised Play groups
  39. 39.  Phil Minchin - host, library consultant  Leonee Derr – MLS Youth Librarian @leoneeariel  Burke Standen – MLS Facilities  Kim Tairi – Swinburne Library Manager @kimtairi  Hamish Curry – Education Manager, SLV @hamishcurry Panelist contactsPanelist contacts