HELP! MY LIBRARY IS TURNING INTO AN ARCADE Presented by Beth Gallaway for ALSC N a tional Institute September 2008 Salt Lake City UT http://informationgoddess.info
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
Game design slides courtesy of Chris Castaldi http://www.echoshard.com
GOALS What the Player wants to achieve Main goals Winning! Sub-Goals Shiny things Goals Fit the GAME Game design slides courtesy of Chris Castaldi http://www.echoshard.com
OBSTACLES Impeding the player’s progress Impeding the player’s path Feeling of Accomplishment Challenging the player Game design slides courtesy of Chris Castaldi http://www.echoshard.com
TOOLS Tools are what the player use to get to its goal A Sword  A Spell A Jump Players need to use them properly  Game design slides courtesy of Chris Castaldi http://www.echoshard.com
SECOND CHANCES The Player’s ability to fail and try again Only once Chance in reality Try again Extra Lives Health Bar Quest for perfection Game design slides courtesy of Chris Castaldi http://www.echoshard.com
LEARNING Player’s Skill and Mastery of the tools they use. Player learns the rules of the game and how to rise above them. Spikes = Death Fire Creatures are immune to fire. Increasing Difficulty Levels become harder and more complicated. Game design slides courtesy of Chris Castaldi http://www.echoshard.com
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 Meet developmental needs 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 BIRTH YEAR SPAN OF MILLENNIALS? A. 1968-1982 B. 1975-1990 C. 1982-2000 D. 1996-PRESENT
WHAT % OF YOUTH AGE 12-17 PLAY    VIDEOGAMES? * Pew Internet & American Life Project. “Teens Video Games & Civics.” September 2008.  http://pewinternet.org/PPF/r/263/report_display.asp 97%
WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 40%
GAMING MEETS DEVELOPMENTAL NEEDS  OF YOUNG ADOLESCENTS 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)
WHAT DEVELOPMENTAL NEEDS    ARE BEING MET?
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
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
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%
HOW CAN LIBRARIES    SERVE YOUNG 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?
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
RESEARCH VIDEO GAME CULTURE Watch  Red  Vs.  Blue Read  Penny Acade  or  PvP Skim gaming magazines Link to gaming sites Pay attention to gaming around you 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
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.
AND … CREATE A    GAMING EXPERIENCE Programs Collections
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? Do your homework Provide variety Open up to the community Spread the word Play
FOR PROGRAMS, CHOOSE GAMES THAT ARE: 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/index.asp  32 % 36%
HANDHELD PROGRAM Cell phone clinic PSP Gamefest Nintendo DS Gamefest
MODEL GAMING PROGRAMS Velma Teague Branch, Glendale Public Library R u nescape  LAN party 2 sessions  6-12 teens
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
G A ME DESIGN!  Ben 10 Alien Force Game Creator http://gamecreator.cartoonnetwork.com/
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”
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
PRIMA STRATEGY GUIDES eGuides in PDF format 504 titles $12.99 each
COLLECTION POLICY CONSIDERATIONS Formats  Console  PC Internet Subscription Breadth & Depth Genres Styles Age ranges Budget
COLLECTION MANAGEMENT Storage depends on: format staff space budget Theft start with programs start small Issues replacement/repair resistance
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
THANK YOU! BETH GALLAWAY INFORMATION GODDESS CONSULTANT Links:  http://www.delicious.com/informationgoddess29/alsc   Email:  informationgoddess29 @gmail.com Website:  http ://informationgoddess.info   Phone: 603.247.3196

Help! My Library is Turning Into a Arcade

  • 1.
    HELP! MY LIBRARYIS TURNING INTO AN ARCADE Presented by Beth Gallaway for ALSC N a tional Institute September 2008 Salt Lake City UT http://informationgoddess.info
  • 2.
    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
  • 3.
    Game design slidescourtesy of Chris Castaldi http://www.echoshard.com
  • 4.
    GOALS What thePlayer wants to achieve Main goals Winning! Sub-Goals Shiny things Goals Fit the GAME Game design slides courtesy of Chris Castaldi http://www.echoshard.com
  • 5.
    OBSTACLES Impeding theplayer’s progress Impeding the player’s path Feeling of Accomplishment Challenging the player Game design slides courtesy of Chris Castaldi http://www.echoshard.com
  • 6.
    TOOLS Tools arewhat the player use to get to its goal A Sword A Spell A Jump Players need to use them properly Game design slides courtesy of Chris Castaldi http://www.echoshard.com
  • 7.
    SECOND CHANCES ThePlayer’s ability to fail and try again Only once Chance in reality Try again Extra Lives Health Bar Quest for perfection Game design slides courtesy of Chris Castaldi http://www.echoshard.com
  • 8.
    LEARNING Player’s Skilland Mastery of the tools they use. Player learns the rules of the game and how to rise above them. Spikes = Death Fire Creatures are immune to fire. Increasing Difficulty Levels become harder and more complicated. Game design slides courtesy of Chris Castaldi http://www.echoshard.com
  • 9.
    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 Meet developmental needs of teens Are literary Reinforce new literacies
  • 10.
    GAMES ARE LIKEBOOKS... THEY ARE JUST A NEW FORMAT
  • 11.
    GAMING IS THEMEDIUM OF CHOICE FOR THE MILLENNIAL GENERATION WHAT IS THE BIRTH YEAR SPAN OF MILLENNIALS? A. 1968-1982 B. 1975-1990 C. 1982-2000 D. 1996-PRESENT
  • 12.
    WHAT % OFYOUTH AGE 12-17 PLAY VIDEOGAMES? * Pew Internet & American Life Project. “Teens Video Games & Civics.” September 2008. http://pewinternet.org/PPF/r/263/report_display.asp 97%
  • 13.
    WHAT % OFGAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 40%
  • 14.
    GAMING MEETS DEVELOPMENTALNEEDS OF YOUNG ADOLESCENTS 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)
  • 15.
    WHAT DEVELOPMENTAL NEEDS ARE BEING MET?
  • 16.
    GAMING = LITERACYEnvironmental print signage labels maps Reading about the game instructions walkthroughs Writing about the game forums websites Chat: “ WTS, Mageweave cloth, 15g”
  • 17.
    GAMING REINFORCES NEW LITERACIES Exposing knowledge Employing information Expressing ideas compellingly Ethics on the Internet Warlick, David. ”The New Literacies.” Scholastic Administrator. Mar-Apr2005
  • 18.
    1. EXPOSING KNOWLEDGEFind information Understand and explain found information regardless of its format Evaluate information Organize information
  • 19.
    2. EMPLOYING INFORMATION Computation Measurement Analysis Application
  • 20.
    3. EXPRESSING IDEASCOMPELLINGLY Mechanics matter Creativity & efficiency highly rated Text, images, audio, and video are used to express ideas in many digital formats
  • 21.
    WAYS GAMERS EXPRESS IDEAS COMPELLINGLY Fan Fiction Machinima Web Comics Fan Forums Clan Websites
  • 22.
    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
  • 23.
    HAVE YOU EVERPLAYED A GAME RATED “M” FOR MATURE? YES NO
  • 24.
    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%
  • 25.
    HOW CAN LIBRARIES SERVE YOUNG 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!
  • 26.
    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?
  • 27.
    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
  • 28.
    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
  • 29.
    RESEARCH VIDEO GAMECULTURE Watch Red Vs. Blue Read Penny Acade or PvP Skim gaming magazines Link to gaming sites Pay attention to gaming around you Attend GLLS2008 Join the LibGaming Google group: http://groups.google.com/group/ libgaming
  • 30.
    TRY SOME GAMESSet Game Penguin Baseball Bejeweled Chicktionary Bob the Blob Club Penguin Runescape Diner Dash Snood http://del.icio.us/informationgoddess29/games
  • 31.
    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.
  • 32.
    AND … CREATEA GAMING EXPERIENCE Programs Collections
  • 33.
    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.
  • 34.
    WHAT MAKES ASUCCESSFUL GAMING PROGRAM? Do your homework Provide variety Open up to the community Spread the word Play
  • 35.
    FOR PROGRAMS, CHOOSEGAMES THAT ARE: Multiplayer Short rounds Rated E or T Easy to learn Challenging to master Appealing to a wide demographic
  • 36.
    WHAT % OFGAMERS PLAY ON HANDHELDS? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/index.asp 32 % 36%
  • 37.
    HANDHELD PROGRAM Cellphone clinic PSP Gamefest Nintendo DS Gamefest
  • 38.
    MODEL GAMING PROGRAMSVelma Teague Branch, Glendale Public Library R u nescape LAN party 2 sessions 6-12 teens
  • 39.
    AFTER SCHOOL ZONEBenicia 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
  • 40.
    MODEL GAMING PROGRAMSAnn Arbor District Library (MI) Mario Kart, Super Smash Bros, & DDR Tournaments for all ages Regular programs Online community
  • 41.
    G A MEDESIGN! Ben 10 Alien Force Game Creator http://gamecreator.cartoonnetwork.com/
  • 42.
    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
  • 43.
    “ 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”
  • 44.
    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.
  • 45.
    GAMING COLLECTION DEVELOPMENTMagazines Strategy guides Nonfiction about gaming Fiction with gaming as a plot or subplot
  • 46.
    PRIMA STRATEGY GUIDESeGuides in PDF format 504 titles $12.99 each
  • 47.
    COLLECTION POLICY CONSIDERATIONSFormats Console PC Internet Subscription Breadth & Depth Genres Styles Age ranges Budget
  • 48.
    COLLECTION MANAGEMENT Storagedepends on: format staff space budget Theft start with programs start small Issues replacement/repair resistance
  • 49.
    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
  • 50.
    THANK YOU! BETHGALLAWAY INFORMATION GODDESS CONSULTANT Links: http://www.delicious.com/informationgoddess29/alsc Email: informationgoddess29 @gmail.com Website: http ://informationgoddess.info Phone: 603.247.3196