GET YOUR GAME ON!  VIDEOGAMING AT THE LIBRARY Presented for Youth Services Cooperative,  Brantford Ontario Canada Beth Gallaway, http://informationgoddess.info  May 16, 2008
CONTACT, SLIDES & LINKS Beth Gallaway 603.247.3196 [email_address] http://informationgoddess.info http://del.icio.us/informationgoddess29
WHAT IS A GAME? GAME : activity engaged in for diversion or amusement;  synonym: see FUN VIDEO GAME : an electronic game played by means of images on  a video screen and often emphasizing fast action  Merriam-Webster Online. http://www.m-w.com
DO YOU PLAY GAMES OF ANY KIND? YES NO
GAME COMPONENTS Console/Playing Device  Screen or Monitor Controller (mouse, joystick, etc) Power Source (plug or battery) Game (CD, cartridge, disk, digital)
GAME CONTROLLERS
PLAYING VIDEO GAMES Arcade PC Console Handheld Mobile  Plug ‘n’ Play
ARCADES
HOLO-DEK 8 MERRILL INDUSTRIAL DRIVE, HAMPTON NH “ HoloDek is all about Gaming.  A unique virtual venue that offers customers the opportunity to play the games they love in a pleasant and comfortable social setting.” http://www.holo-dek.com
PC GAMING
Microsoft  http://www.microsoft.com/xbox/
SONY 1    2    3 http://playstation.com/
NINTENDO http://www.nintendo.com
PLUG ‘N’ PLAY
WHY GAMES AT THE LIBRARY? BECAUSE GAMES … Are just like books, they are just another new format  Are the medium of choice for the millennial generation Build developmental assets of teens Are literary Reinforce new literacies
GAMES ARE LIKE BOOKS... THEY ARE JUST A NEW FORMAT
GAMING IS THE MEDIUM OF CHOICE FOR THE MILLENNIAL GENERATION
WHAT IS THE AVERAGE AGE OF A    GAMER? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 33
WHAT PERCENT OF PEOPLE OVER 50  PLAY GAMES?*   * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 24%
GAMING BUILDS DEVELOPMENTAL NEEDS OF YOUNG ADOLESCENTS Support Empowerment Boundaries & Expectations Educational Commitment Positive Values Social Competencies Positive Identity The Search Institute.  http://www.search-institute.org
GAMING MEETS DEVELOPMENTAL NEEDS OF TEENS positive social interaction with adults & peers structure and clear limits physical activity creative expression competence and achievement meaningful participation in families, school, communities opportunities for self-definition NMSA.  NMSA Research Summaries. Young Adolescents Developmental Needs  (1996) http://www.nmsa.org/Research/ResearchSummaries/Summary5/tabid/257/Default.aspx
WHAT DEVELOPMENTAL NEEDS   ARE BEING MET?
WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 38%
GAMING = LITERACY Environmental print signage labels maps Reading about the game instructions walkthroughs Writing about the game forums websites Chat:  “ WTS, Mageweave cloth, 15g”
GAMING REINFORCES    NEW LITERACIES Exposing knowledge Employing information  Expressing ideas compellingly  Ethics on the Internet Warlick, David. ”The New Literacies.”  Scholastic Administrator.  Mar-Apr2005
1. EXPOSING KNOWLEDGE Find information Understand and explain found information regardless of its format  Evaluate information  Organize information
2. EMPLOYING INFORMATION  Computation Measurement Analysis Application
HOW MANY BILLIONS DID COMPUTER & VIDEOGAME INDUSTRY GROSS WORLDWIDE in 2007?*   $40 billion * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php
3. EXPRESSING IDEAS COMPELLINGLY   Mechanics matter Creativity & efficiency highly rated Text, images, audio, and video are used to express ideas in many digital formats
WAYS GAMERS EXPRESS  IDEAS COMPELLINGLY Fan Fiction Machinima Web Comics Fan Forums Clan Websites
ETHICS ON THE INTERNET Modding – recreating game content FanFic – writing stories about characters created/owner by someone else Machinima – films/videos created through recording video game play
GAMER GENERATION  TM   CHARACTERISTICS Social Competitive Wired Self-aware Always On Heroic Multi-taskers Global Collaborative Risk Takers Beck, John & Mitchell Wade. Got Game? Harvard Business School Press, 2004
LEARNING PRINCIPLES IN GAMES*** Risk –tasking in a “safe” environment Rewarding of practice Use of affinity groups Probing cycles Situated meaning Self-knowledge Identity formation *** Gee, James Paul.  What Video Games Have to Teach Us About Learning and Literacy .    Palgrave McMillan, 2003
HAVE YOU EVER PLAYED A GAME RATED “M” FOR MATURE? YES NO
WHAT PERCENTAGE OF GAMES    SOLD IN 2006 WERE RATED M?* * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 15%
GRAND THEFT AUTO  WAS THE #1 GAME  MENTIONED BY BOYS 12-14 IN A STUDY ON VIOLENT VIDEO GAMES COMMISSIONED BY THE US DEPT OF JUSTICE Kutner, Lawrence and Cheryl Olson. Grand Theft Childhood. Simons & Schuster, 2008.
GTA  WAS THE #2 GAME  MENTIONED BY GIRLS. Kutner, Lawrence and Cheryl Olson. Grand Theft Childhood. Simons & Schuster, 2008.
HOW CAN LIBRARIES    SERVE GAMERS? Connect games with “traditional” materials Think like a gamer Become a strategy guide Research video game culture Support gaming  Create a gaming experience: Game collections Gaming programs Try some games!
USE GAMES IN    READER'S ADVISORY INSTEAD OF:  What authors do you like to read? What are the last 3 books you read? What did you like about them? ASK:  What movies do you like?  What TV shows do you watch?  What games do you play?
IF YOU LIKE CITY OF HEROES
ROLEPLAYING/MMORPG GAMES GAMES:  Everquest Runescape World of Warcraft Dark Age of Camelot Ultima   SUGGEST:   epic fantasy historical war  Authurian legend fractured fairy tales
HISTORICAL SIM GAMES GAMES:  Civilization Caesar Age of Empires Oregon Trail America’s Army SUGGEST:   biographies historical fiction mythology
SPORTS GAMES GAMES:  Madden Football NBA Street Need for Speed Tiger Woods Golf WWF   SUGGEST:   sports adventure biographies
STRATEGY & PUZZLE GAMES GAMES:  Myst Tetris Bejeweled Where in the World is Carmen San Diego? SUGGEST:   mystery thrillers travel puzzle books
FIRST PERSON SHOOTERS (FPS) GAMES:  Doom Quake Halo SUGGEST:   military fiction horror apocalyptic fiction science fiction
SIMULATIONS GAMES:  The Sims The Urbz SUGGEST:   sociology dysfunction relationships romance architecture
JAPANESE/MANGA TIE-IN GAMES:  Katamari Damacy Final Fantasy Dragonball Z Pokemon SUGGEST:   manga Japanese culture graphic novels drawing books anime films
SUPERHERO GAMES GAMES:  Spider-Man Fantastic Four City of Heros SUGGEST:   comic books graphic novels biographies mythology
THINK LIKE A GAMER Everything is in BETA Get a screen name It's all about YOU You can’t break it Fail early, fail often
BE A STRATEGY GUIDE...    ...NOT A LEVEL BOSS! Show, don’t tell. Make it interactive. Have a free-for-all. Ask for a demo of expertise
IMMERSE IN VIDEOGAME CULTURE Skim gaming magazines Read gaming blogs View machinima Read webcomics Play some games
RESEARCH VIDEO GAME CULTURE Take research studies with a ROCK of salt Pay attention to gaming in public spaces Attend GLLS2008 Join the LibGaming Google group: http://groups.google.com/group/ libgaming
TRY SOME GAMES Set Game Penguin Baseball Bejeweled Chicktionary Bob the Blob Club Penguin Runescape Diner Dash Snood   http://del.icio.us/informationgoddess29/games
DOES YOUR LIBRARY ALLOW PATRONS TO PLAY GAMES ON LIBRARY COMPUTERS? YES NO
WHAT % OF PUBLIC LIBRARIES ALLOW PATRONS TO PLAY COMPUTER GAMES?* 82% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
CREATE A GAMING EXPERIENCE! Programs Collections
DOES YOUR LIBRARY HOST  VIDEO GAME PROGRAMS? YES NO *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
WHAT % OF PUBLIC LIBRARIES HOST VIDEO GAME PROGRAMS?* 13% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
WHAT MAKES A SUCCESSFUL  GAMING PROGRAM? Research Schedule Promote Play Evaluate
CHOOSE A GAME THAT IS... Multiplayer Short Rounds Rated E or T Easy to Learn Challenging to Master Appealing to a wide demographic
WHAT % OF GAMERS PLAY ON HANDHELDS?   * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 32 % 32%
EASY, FREE PROGRAMS!   Cell phone clinic PSP Gamefest Nintendo DS Gamefest 32 %
MODEL GAMING PROGRAMS Santa Monica Public Library, CA  Counterstrike   LAN party After hours program 50 teens lined up around the block to play After School Zone,  Benicia Public Library , CA Hanging out, snacks and playing games encourages Kids and teens who have gotten parental consent can play Halo 2 and Ghost Recon on the XBox 360; Mario Kart and Super Smash Bros. Melee are popular on Gamecube
MODEL GAMING PROGRAMS Ann Arbor District Library (MI)  Mario Kart, Super Smash Bros, & DDR Tournaments for all ages Regular programs Online community North Hunterdon High School (NJ)  Student-run game night in the cafeteria
DDR RECIPE FOR SUCCESS One console ( $80-$600)  2-4 dance pads ( $20-$300 each) 1 game ( $25-$60) 1 LCD projector ($600-1000) or TV ($100-$2K) 1 one large screen or white wall Activity for waiters Water
“ DDR+GUTIART HERO= FUN” “ Awesome cuz everyone gets along with each other, there’s no waiting in line or nething. Plus guitar hero is a wicked rad game.” “ I liked this because there’s too few of the DDR community around.  This is a good opportunity to meet people with like interests.” “ I LOVED DDR”
DOES YOUR  LIBRARY  CIRCULATE VIDEO GAMES?* *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007. YES NO
WHAT % OF PUBLIC LIBRARIES  CIRCULATE VIDEO GAMES?* 30% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
GAMING COLLECTION DEVELOPMENT Magazines Strategy guides Nonfiction about gaming Fiction with gaming as a plot or subplot
COLLECTION POLICY CONSIDERATIONS Formats  Console  PC Internet Subscription Breadth & Depth Genres Styles Age ranges Budget New Bestsellers Used
COLLECTION MANAGEMENT Storage depends on: format staff space budget Theft start with programs start small Issues replacement/repair resistance
WHAT MAKES A GOOD GAME? Replayability   Plot Setting Character Graphics   Sound track Modification/Customization Uniqueness
ASTEROIDS
ZORK
STAR WARS: KNIGHTS OF THE OLD REPUBLIC
 
SETTING
REALISTIC SETTINGS
CHARACTER
PHYSICS
SUPPORT
SOUND
GAME AWARDS BAFTA -  http://www.bafta.org/   IGN -  http://bestof.ign.com   Academy of Interactive Arts and Sciences  http://www.interactive.org/ GameSpot -  http://www.gamespot.com   GameSpy -  http://goty.gamespy.com Game Developer’s Choice Awards - http://www.gamechoiceawards.com/   Game Critics Awards http://www.gamecriticsawards.com/
OTHER RESOURCES Gamer Dad - http://www.gamingwithchildren.com/ Video Game Librarian  –   http://www.videogamelibrarian.com/   Video Game Report Card by  National Institute on Media and the Family  http://www.mediafamily.org/
GAME REVIEWS School Library Journal Voice of Youth Advocates “Get Your Game On” column Gaming Magazines Tech Magazines
EXERCISE #3 WHAT MAKES A GOOD GAME?
BEST PRACTICES: COLLECTIONS Rockridge Ages 13-18 year olds PS2 games  2 games/patron  No holds/renewals  7 day free checkout $1/day late fee $50/replacement fee Genres: sports, adventure, racing, fighting, and shooters.  Helen McGraw E, E10+ and T PS2 and PC games 14 day circ $.25/day late fee  game cost+$5/replacement fee Genres: compilations, sports, racing games, platformers, unique and quirky titles
WII GAMES FOR CHILDREN Legend of Zelda: Twilight Princess (Nintendo 2006)   Super Paper Mario (Nintendo, 2007)  Rayman Raging Rabbids (Ubisoft, 2007)  Super Paper Mario (Nintendo, 2007)   Super Smash Brothers: Brawl (Nintendo, 2008) Fighting.  Tony Hawk’s Downhill Jam (Activision, 2006)   
WII GAMES FOR TEENS Legend of Zelda: Twilight Princess (Nintendo 2006)   MarioKart (Nintendo, 2008) Rayman Raging Rabbids (Ubisoft, 2007)  Super Smash Brothers: Brawl (Nintendo, 2008) Fighting.  Tony Hawk’s Downhill Jam (Activision, 2006) Trauma Center: Second Opinion   
PLAYSTATION 3 GAMES FOR CHILDREN FIFA Soccer 08 (EA Games, 2007) Kung Fu Panda the Game (Activision/Dreamworks, 2008)  Ratchet & Tank: Tools of Destruction (Sony/Insomniac, 2007) MX vs ATV: Untamed (THQ, 2007)  Spyro: Dawn of the Dragon (Sierra, 2008)
PLAYSTATION 3 GAMES FOR TEENS American Idol Karaoke Revolution: Encore. (Konami/Blitz, 2008) Guitar Hero III (Red Octane, 2008)  Lair. (SCEA, 2007) The Simpsons Game. (EA, 2007) Tiger Woods PGA Tour 07  (EA, 2007)
XBOX 360 GAMES FOR CHILDREN Beijing 2008: The Official Video Game of the Olympic Games (Sega, 2008)  Bionicle Heroes (TT Games, Inc, 2006)  Harry Potter and the Order of the Phoenix (EA, 2007) Robo Blitz (Naked Sky, 2006)  Viva Pinata
XBOX 360 GAMES FOR TEENS Beautiful Katamari.  (Namco, 2007) Fight Night Round 3 (EA, 2006) Lego Star Wars: The Complete Saga (Eidos, Traveller’s Tales, 2008) Lost Odyssey (Mistwalker/Microsoft Studios, 2007) Project Gotham Racing 3 (Microsoft Game Studios/Bizarre Creations, 2005)
CORE COLLECTIONS: http://del.icio.us/informationgoddess29/corecollections Neal Schuman, 2008
IN CONCLUSION… Libraries are about access to stories, and access to information – in any format.  We have to stop being format snobs!
THANK YOU! Beth Galla CONTACT:  603.247.3196 [email_address] LINKS: http://del.icio.us/informationgoddess29 SLIDES: http://informationgoddess.info

Get Your Game On!

  • 1.
    GET YOUR GAMEON! VIDEOGAMING AT THE LIBRARY Presented for Youth Services Cooperative, Brantford Ontario Canada Beth Gallaway, http://informationgoddess.info May 16, 2008
  • 2.
    CONTACT, SLIDES &LINKS Beth Gallaway 603.247.3196 [email_address] http://informationgoddess.info http://del.icio.us/informationgoddess29
  • 3.
    WHAT IS AGAME? GAME : activity engaged in for diversion or amusement; synonym: see FUN VIDEO GAME : an electronic game played by means of images on a video screen and often emphasizing fast action Merriam-Webster Online. http://www.m-w.com
  • 4.
    DO YOU PLAYGAMES OF ANY KIND? YES NO
  • 5.
    GAME COMPONENTS Console/PlayingDevice Screen or Monitor Controller (mouse, joystick, etc) Power Source (plug or battery) Game (CD, cartridge, disk, digital)
  • 6.
  • 7.
    PLAYING VIDEO GAMESArcade PC Console Handheld Mobile Plug ‘n’ Play
  • 8.
  • 9.
    HOLO-DEK 8 MERRILLINDUSTRIAL DRIVE, HAMPTON NH “ HoloDek is all about Gaming. A unique virtual venue that offers customers the opportunity to play the games they love in a pleasant and comfortable social setting.” http://www.holo-dek.com
  • 10.
  • 11.
  • 12.
    SONY 1 2 3 http://playstation.com/
  • 13.
  • 14.
  • 15.
    WHY GAMES ATTHE LIBRARY? BECAUSE GAMES … Are just like books, they are just another new format Are the medium of choice for the millennial generation Build developmental assets of teens Are literary Reinforce new literacies
  • 16.
    GAMES ARE LIKEBOOKS... THEY ARE JUST A NEW FORMAT
  • 17.
    GAMING IS THEMEDIUM OF CHOICE FOR THE MILLENNIAL GENERATION
  • 18.
    WHAT IS THEAVERAGE AGE OF A GAMER? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 33
  • 19.
    WHAT PERCENT OFPEOPLE OVER 50 PLAY GAMES?* * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 24%
  • 20.
    GAMING BUILDS DEVELOPMENTALNEEDS OF YOUNG ADOLESCENTS Support Empowerment Boundaries & Expectations Educational Commitment Positive Values Social Competencies Positive Identity The Search Institute. http://www.search-institute.org
  • 21.
    GAMING MEETS DEVELOPMENTALNEEDS OF TEENS positive social interaction with adults & peers structure and clear limits physical activity creative expression competence and achievement meaningful participation in families, school, communities opportunities for self-definition NMSA. NMSA Research Summaries. Young Adolescents Developmental Needs (1996) http://www.nmsa.org/Research/ResearchSummaries/Summary5/tabid/257/Default.aspx
  • 22.
    WHAT DEVELOPMENTAL NEEDS ARE BEING MET?
  • 23.
    WHAT % OFGAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 38%
  • 24.
    GAMING = LITERACYEnvironmental print signage labels maps Reading about the game instructions walkthroughs Writing about the game forums websites Chat: “ WTS, Mageweave cloth, 15g”
  • 25.
    GAMING REINFORCES NEW LITERACIES Exposing knowledge Employing information Expressing ideas compellingly Ethics on the Internet Warlick, David. ”The New Literacies.” Scholastic Administrator. Mar-Apr2005
  • 26.
    1. EXPOSING KNOWLEDGEFind information Understand and explain found information regardless of its format Evaluate information Organize information
  • 27.
    2. EMPLOYING INFORMATION Computation Measurement Analysis Application
  • 28.
    HOW MANY BILLIONSDID COMPUTER & VIDEOGAME INDUSTRY GROSS WORLDWIDE in 2007?* $40 billion * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php
  • 29.
    3. EXPRESSING IDEASCOMPELLINGLY Mechanics matter Creativity & efficiency highly rated Text, images, audio, and video are used to express ideas in many digital formats
  • 30.
    WAYS GAMERS EXPRESS IDEAS COMPELLINGLY Fan Fiction Machinima Web Comics Fan Forums Clan Websites
  • 31.
    ETHICS ON THEINTERNET Modding – recreating game content FanFic – writing stories about characters created/owner by someone else Machinima – films/videos created through recording video game play
  • 32.
    GAMER GENERATION TM CHARACTERISTICS Social Competitive Wired Self-aware Always On Heroic Multi-taskers Global Collaborative Risk Takers Beck, John & Mitchell Wade. Got Game? Harvard Business School Press, 2004
  • 33.
    LEARNING PRINCIPLES INGAMES*** Risk –tasking in a “safe” environment Rewarding of practice Use of affinity groups Probing cycles Situated meaning Self-knowledge Identity formation *** Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy . Palgrave McMillan, 2003
  • 34.
    HAVE YOU EVERPLAYED A GAME RATED “M” FOR MATURE? YES NO
  • 35.
    WHAT PERCENTAGE OFGAMES SOLD IN 2006 WERE RATED M?* * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 15%
  • 36.
    GRAND THEFT AUTO WAS THE #1 GAME MENTIONED BY BOYS 12-14 IN A STUDY ON VIOLENT VIDEO GAMES COMMISSIONED BY THE US DEPT OF JUSTICE Kutner, Lawrence and Cheryl Olson. Grand Theft Childhood. Simons & Schuster, 2008.
  • 37.
    GTA WASTHE #2 GAME MENTIONED BY GIRLS. Kutner, Lawrence and Cheryl Olson. Grand Theft Childhood. Simons & Schuster, 2008.
  • 38.
    HOW CAN LIBRARIES SERVE GAMERS? Connect games with “traditional” materials Think like a gamer Become a strategy guide Research video game culture Support gaming Create a gaming experience: Game collections Gaming programs Try some games!
  • 39.
    USE GAMES IN READER'S ADVISORY INSTEAD OF: What authors do you like to read? What are the last 3 books you read? What did you like about them? ASK: What movies do you like? What TV shows do you watch? What games do you play?
  • 40.
    IF YOU LIKECITY OF HEROES
  • 41.
    ROLEPLAYING/MMORPG GAMES GAMES: Everquest Runescape World of Warcraft Dark Age of Camelot Ultima SUGGEST: epic fantasy historical war Authurian legend fractured fairy tales
  • 42.
    HISTORICAL SIM GAMESGAMES: Civilization Caesar Age of Empires Oregon Trail America’s Army SUGGEST: biographies historical fiction mythology
  • 43.
    SPORTS GAMES GAMES: Madden Football NBA Street Need for Speed Tiger Woods Golf WWF SUGGEST: sports adventure biographies
  • 44.
    STRATEGY & PUZZLEGAMES GAMES: Myst Tetris Bejeweled Where in the World is Carmen San Diego? SUGGEST: mystery thrillers travel puzzle books
  • 45.
    FIRST PERSON SHOOTERS(FPS) GAMES: Doom Quake Halo SUGGEST: military fiction horror apocalyptic fiction science fiction
  • 46.
    SIMULATIONS GAMES: The Sims The Urbz SUGGEST: sociology dysfunction relationships romance architecture
  • 47.
    JAPANESE/MANGA TIE-IN GAMES: Katamari Damacy Final Fantasy Dragonball Z Pokemon SUGGEST: manga Japanese culture graphic novels drawing books anime films
  • 48.
    SUPERHERO GAMES GAMES: Spider-Man Fantastic Four City of Heros SUGGEST: comic books graphic novels biographies mythology
  • 49.
    THINK LIKE AGAMER Everything is in BETA Get a screen name It's all about YOU You can’t break it Fail early, fail often
  • 50.
    BE A STRATEGYGUIDE... ...NOT A LEVEL BOSS! Show, don’t tell. Make it interactive. Have a free-for-all. Ask for a demo of expertise
  • 51.
    IMMERSE IN VIDEOGAMECULTURE Skim gaming magazines Read gaming blogs View machinima Read webcomics Play some games
  • 52.
    RESEARCH VIDEO GAMECULTURE Take research studies with a ROCK of salt Pay attention to gaming in public spaces Attend GLLS2008 Join the LibGaming Google group: http://groups.google.com/group/ libgaming
  • 53.
    TRY SOME GAMESSet Game Penguin Baseball Bejeweled Chicktionary Bob the Blob Club Penguin Runescape Diner Dash Snood http://del.icio.us/informationgoddess29/games
  • 54.
    DOES YOUR LIBRARYALLOW PATRONS TO PLAY GAMES ON LIBRARY COMPUTERS? YES NO
  • 55.
    WHAT % OFPUBLIC LIBRARIES ALLOW PATRONS TO PLAY COMPUTER GAMES?* 82% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 56.
    CREATE A GAMINGEXPERIENCE! Programs Collections
  • 57.
    DOES YOUR LIBRARYHOST VIDEO GAME PROGRAMS? YES NO *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 58.
    WHAT % OFPUBLIC LIBRARIES HOST VIDEO GAME PROGRAMS?* 13% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 59.
    WHAT MAKES ASUCCESSFUL GAMING PROGRAM? Research Schedule Promote Play Evaluate
  • 60.
    CHOOSE A GAMETHAT IS... Multiplayer Short Rounds Rated E or T Easy to Learn Challenging to Master Appealing to a wide demographic
  • 61.
    WHAT % OFGAMERS PLAY ON HANDHELDS? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 32 % 32%
  • 62.
    EASY, FREE PROGRAMS! Cell phone clinic PSP Gamefest Nintendo DS Gamefest 32 %
  • 63.
    MODEL GAMING PROGRAMSSanta Monica Public Library, CA Counterstrike LAN party After hours program 50 teens lined up around the block to play After School Zone, Benicia Public Library , CA Hanging out, snacks and playing games encourages Kids and teens who have gotten parental consent can play Halo 2 and Ghost Recon on the XBox 360; Mario Kart and Super Smash Bros. Melee are popular on Gamecube
  • 64.
    MODEL GAMING PROGRAMSAnn Arbor District Library (MI) Mario Kart, Super Smash Bros, & DDR Tournaments for all ages Regular programs Online community North Hunterdon High School (NJ) Student-run game night in the cafeteria
  • 65.
    DDR RECIPE FORSUCCESS One console ( $80-$600) 2-4 dance pads ( $20-$300 each) 1 game ( $25-$60) 1 LCD projector ($600-1000) or TV ($100-$2K) 1 one large screen or white wall Activity for waiters Water
  • 66.
    “ DDR+GUTIART HERO=FUN” “ Awesome cuz everyone gets along with each other, there’s no waiting in line or nething. Plus guitar hero is a wicked rad game.” “ I liked this because there’s too few of the DDR community around. This is a good opportunity to meet people with like interests.” “ I LOVED DDR”
  • 67.
    DOES YOUR LIBRARY CIRCULATE VIDEO GAMES?* *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007. YES NO
  • 68.
    WHAT % OFPUBLIC LIBRARIES CIRCULATE VIDEO GAMES?* 30% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 69.
    GAMING COLLECTION DEVELOPMENTMagazines Strategy guides Nonfiction about gaming Fiction with gaming as a plot or subplot
  • 70.
    COLLECTION POLICY CONSIDERATIONSFormats Console PC Internet Subscription Breadth & Depth Genres Styles Age ranges Budget New Bestsellers Used
  • 71.
    COLLECTION MANAGEMENT Storagedepends on: format staff space budget Theft start with programs start small Issues replacement/repair resistance
  • 72.
    WHAT MAKES AGOOD GAME? Replayability Plot Setting Character Graphics Sound track Modification/Customization Uniqueness
  • 73.
  • 74.
  • 75.
    STAR WARS: KNIGHTSOF THE OLD REPUBLIC
  • 76.
  • 77.
  • 78.
  • 79.
  • 80.
  • 81.
  • 82.
  • 83.
    GAME AWARDS BAFTA- http://www.bafta.org/ IGN - http://bestof.ign.com Academy of Interactive Arts and Sciences http://www.interactive.org/ GameSpot - http://www.gamespot.com GameSpy - http://goty.gamespy.com Game Developer’s Choice Awards - http://www.gamechoiceawards.com/ Game Critics Awards http://www.gamecriticsawards.com/
  • 84.
    OTHER RESOURCES GamerDad - http://www.gamingwithchildren.com/ Video Game Librarian – http://www.videogamelibrarian.com/ Video Game Report Card by National Institute on Media and the Family http://www.mediafamily.org/
  • 85.
    GAME REVIEWS SchoolLibrary Journal Voice of Youth Advocates “Get Your Game On” column Gaming Magazines Tech Magazines
  • 86.
    EXERCISE #3 WHATMAKES A GOOD GAME?
  • 87.
    BEST PRACTICES: COLLECTIONSRockridge Ages 13-18 year olds PS2 games 2 games/patron No holds/renewals 7 day free checkout $1/day late fee $50/replacement fee Genres: sports, adventure, racing, fighting, and shooters. Helen McGraw E, E10+ and T PS2 and PC games 14 day circ $.25/day late fee game cost+$5/replacement fee Genres: compilations, sports, racing games, platformers, unique and quirky titles
  • 88.
    WII GAMES FORCHILDREN Legend of Zelda: Twilight Princess (Nintendo 2006)   Super Paper Mario (Nintendo, 2007) Rayman Raging Rabbids (Ubisoft, 2007) Super Paper Mario (Nintendo, 2007)   Super Smash Brothers: Brawl (Nintendo, 2008) Fighting.  Tony Hawk’s Downhill Jam (Activision, 2006)  
  • 89.
    WII GAMES FORTEENS Legend of Zelda: Twilight Princess (Nintendo 2006)   MarioKart (Nintendo, 2008) Rayman Raging Rabbids (Ubisoft, 2007) Super Smash Brothers: Brawl (Nintendo, 2008) Fighting.  Tony Hawk’s Downhill Jam (Activision, 2006) Trauma Center: Second Opinion  
  • 90.
    PLAYSTATION 3 GAMESFOR CHILDREN FIFA Soccer 08 (EA Games, 2007) Kung Fu Panda the Game (Activision/Dreamworks, 2008) Ratchet & Tank: Tools of Destruction (Sony/Insomniac, 2007) MX vs ATV: Untamed (THQ, 2007) Spyro: Dawn of the Dragon (Sierra, 2008)
  • 91.
    PLAYSTATION 3 GAMESFOR TEENS American Idol Karaoke Revolution: Encore. (Konami/Blitz, 2008) Guitar Hero III (Red Octane, 2008) Lair. (SCEA, 2007) The Simpsons Game. (EA, 2007) Tiger Woods PGA Tour 07 (EA, 2007)
  • 92.
    XBOX 360 GAMESFOR CHILDREN Beijing 2008: The Official Video Game of the Olympic Games (Sega, 2008) Bionicle Heroes (TT Games, Inc, 2006) Harry Potter and the Order of the Phoenix (EA, 2007) Robo Blitz (Naked Sky, 2006) Viva Pinata
  • 93.
    XBOX 360 GAMESFOR TEENS Beautiful Katamari. (Namco, 2007) Fight Night Round 3 (EA, 2006) Lego Star Wars: The Complete Saga (Eidos, Traveller’s Tales, 2008) Lost Odyssey (Mistwalker/Microsoft Studios, 2007) Project Gotham Racing 3 (Microsoft Game Studios/Bizarre Creations, 2005)
  • 94.
  • 95.
    IN CONCLUSION… Librariesare about access to stories, and access to information – in any format. We have to stop being format snobs!
  • 96.
    THANK YOU! BethGalla CONTACT: 603.247.3196 [email_address] LINKS: http://del.icio.us/informationgoddess29 SLIDES: http://informationgoddess.info