Beyond Gaming


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Beyond Gaming

  1. 1. Discover how to make gaming a daily teen source.
  2. 33. <ul><li>“ One of the best things about being teen librarians is that we’ve always been good at staying young and keeping up with what’s new.” </li></ul><ul><li>Paula Brehm-Heeger , Teen Services Coordinator, </li></ul><ul><li>Public Library of Cincinnati & Hamiton County Ohio </li></ul>
  3. 34. Moredun Library in Edinburgh, Scotland began weekly Playstation 2 tournaments between teens and local police officers in Jan. 2006.
  4. 35. Since the competitions began, the local police youth action line has received a 50% reduction in the number of calls reporting unruly youth. <ul><li>&quot;It gives the kids </li></ul><ul><li>something to do, </li></ul><ul><li>relieves </li></ul><ul><li>boredom, </li></ul><ul><li>reassures the </li></ul><ul><li>staff and </li></ul><ul><li>creates a better </li></ul><ul><li>relationship </li></ul><ul><li>between everyone.“ </li></ul><ul><li>Insp Stephen Paul, </li></ul><ul><li>Library staff member </li></ul>
  5. 36. The kids reportedly trash the bobbies at Gran Turismo 3, Tiger Woods Golf, and Pro Evolution Soccer.
  6. 37. <ul><li>“ The easy part for most librarians is saying “Yes” to serving teens. The hard part is getting it right. To help, here’s a list of things you should never do when </li></ul><ul><li>working with teens: </li></ul><ul><li>Denounce Technology – it’s here to stay. </li></ul><ul><li>Belittle teens’ use of technology. </li></ul><ul><li>Michele Gorman , </li></ul><ul><li>Teen Services Manager of ImaginOn, Charlotte N.C. </li></ul>
  7. 38. Factoids <ul><li>◘ The first video games were marketed over 30 years ago. </li></ul><ul><li>◘ 2003 Gallup Poll reported </li></ul><ul><li>69% of teens play video </li></ul><ul><li>games every week. </li></ul><ul><li>◘ 67% of teens play games </li></ul><ul><li>online. (Online isn’t just </li></ul><ul><li>computers anymore. It includes Playstation, X-Box, and Nintendo consoles, cell phones, PDAs, and more!) </li></ul>Original Atari, circa 1972
  8. 39. <ul><li>According to the Entertainment Software Association's 2005 Essential Facts About the Computer and Gaming Industry : </li></ul><ul><li>◘ 35% of all gamers are under 18 years old. </li></ul><ul><li>◘ Boys and men compromise 55% of gamers, while girls and women make up 43%. </li></ul><ul><li>◘ Fifty-three percent of the video games sold in 2004 were rated E for Everyone; 30% were rated T for Teen; and only 16% were rated M for Mature. </li></ul><ul><li>◘ Action video games were by far the best selling genre in 2004 at 30% of sales. </li></ul>
  9. 40. “ Game Cultures promote various types of information literacy, develop information seeking habits and production practices (like writing), and require good, old-fashioned research skills, albeit using a wide spectrum of content. In short, librarians can’t afford to ignore gamers.” ► Library Journal April 15, 2005.
  10. 41. Gamers: <ul><li>◙ See themselves as a </li></ul><ul><li>hero on a quest. </li></ul><ul><li>◙ Are willing to experiment </li></ul><ul><li>and persevere. </li></ul><ul><li>◙ Are willing to seek expertise </li></ul><ul><li>and ask for help. </li></ul><ul><li>◙ Are willing to share expertise and </li></ul><ul><li>help “noobs.” </li></ul><ul><li>◙ Are team players and desire to </li></ul><ul><li>collaborate with others. </li></ul><ul><li>◙ Learn from mistakes and adapt quickly. </li></ul><ul><li>◙ Thrive on fast decision making and are </li></ul><ul><li>good at prioritizing. </li></ul>
  11. 42. Cont. <ul><li>◙ Are willing to take risks. </li></ul><ul><li>◙ Are good at multi-tasking. </li></ul><ul><li>◙ Have strong </li></ul><ul><li>organizational skills. </li></ul><ul><li>◙ Are constantly </li></ul><ul><li>seeking to be challenged. </li></ul><ul><li>◙ Are proactive rather than reactive. </li></ul><ul><li>◙ Want to do their own research and </li></ul><ul><li>figure things out for themselves. </li></ul><ul><li>◙ Are used to creating content. </li></ul><ul><li>◙ Expect interaction, rewards, </li></ul><ul><li>customization, and multiple paths. </li></ul>
  12. 43. <ul><li>“ In 2004, we started a new service at Ann Arbor District Library in Michigan: video gaming tournament </li></ul><ul><li>events.” </li></ul><ul><li>Video Games as a Service </li></ul><ul><li>► Erin V. Itelmrich & Eli Neiburge </li></ul><ul><li>Voya Vol. 30 – No. 2, June 07 </li></ul>
  13. 44. That was 4 years ago. Now gaming should be a daily service.
  14. 45. Worried that kids spend too much time playing video games?
  15. 46. In his study “The Impact of Video Games on Training Surgeons in the 21st Century,” Dr. James C. Rosser Jr. of Beth Israel Medical Center, New York reports that: ● Doctors who played video games at least three hours a week sometime in their past worked 27% faster and made 37% fewer errors (compared to those who had never picked up a controller).
  16. 47. <ul><li>Cont. </li></ul><ul><li>● Surgeons with the highest scores on “Super Monkey Ball 2”, “Star Wars Racer Revenge” and “Silent Scope” performed best on tests of suturing and laparoscopic surgery. </li></ul><ul><li>► Surgery </li></ul><ul><li>Vol. 142, No. 2 </li></ul><ul><li>February 2007 </li></ul>Nurse, the controller, please.
  17. 48. Contrary to the popular stereotype of pasty-faced couch potatoes, <ul><li>79% of gamers say they </li></ul><ul><li>exercise or play a sport an </li></ul><ul><li>average of 20 hours a month. </li></ul><ul><li>45% volunteer an average </li></ul><ul><li>of 5.4 hours a month. </li></ul><ul><li>93% read books or daily newspapers regularly </li></ul><ul><li>62% consistently attend cultural events such as concerts, the theater, or visit museums. </li></ul>
  18. 49. On average, gamers spend 6.8 hours a week playing video games, and 23.4 hours per week exercising or playing sports, volunteering or engaging in religious activities, creative pursuits, cultural activities, or reading. Couch potatoes they ain’t. ► Entertainment Software Association’s 2005 Essential Facts About the Computer And Video Game Industry
  19. 50. Search Institute 40 Developmental Assets for Adolescents <ul><li>These are personal qualities and experiences that young people need to grow up to be: </li></ul>Healthy Caring Responsible
  20. 51. Gaming services meet several of the 40 Assets .
  21. 52. Inviting and relaxed atmosphere fulfills &quot;Caring neighborhood” (#4) Whitman County Library teen area Colfax, Washington
  22. 53. Asking teens for game recommendations & programming ideas meets “ Community values youth” (#7) and “ Youth as resources” (#8)
  23. 54. Game area organization & rules meet “ Adult role models” (#14) “ Positive peer influence” (#15) “ High expectations” (#16) and “Responsibility”(#30)
  24. 55. Gaming gets teens in the library. . .
  25. 56. And then they see and experience other things. “ Reading for pleasure” (#25)
  26. 57. Find a place to play video games.
  27. 58. Join in Dance Dance Revolution
  28. 59. Or . . .
  29. 60. Remember: Gaming is more than just goofing off- it can help teens develop their reading, technology, and social skills.
  30. 61. Your Public Library
  31. 62. Are you game?
  32. 63. Resources for the Gaming Library
  33. 64. Playstation 2 Playstation 3 Price: $129 Games: Dance Dance Revolutuion Guitar Hero 3 God of War 2 Price: $400 Games: Motor Storm Madden NFL 2008
  34. 65. Xbox 360 Price: $200 Games: Halo 3 Call of Duty 4 Rock Band - Xbox
  35. 66. Nintendo Game Cube Price: $100 Games: Super Smash Brothers Mario Kart Double Dash Nintendo Wii Price: $250 Games: Wii Sports Mario Party 8
  36. 67. On the internet Runescape screenshot World of Warcraft screenshot It’s free!
  37. 68. Best Selling Games of 2007 1. Halo 3 – X-Box 360 2. Wii Play w/remote Nintendo Wii 3. Call of Duty 4 X-Box 360 4. Guitar Hero 3 Play Station 2 5. Super Mario Galaxy Nintendo Wii
  38. 69. Credits Shari Haskins Teen Department Manager Research PowerPoint Presenter Sara Davis Riverton Branch Library Tech Services Photos of Riverton Branch Library Teen Scene Research Holly Hendrix Teen Services Librarian Research PowerPoint Presentation