Gaming and Libraries:Learning From the Intersections	By Jenny LevineCharlie Terng, Darlene Davis, Ryan Dement, Jen Lemke, Elizabeth Dunn
Lessons We’ve Learned From Society
Lessons We’ve Learned From SocietyViolence and VideogamesMost people assume a causal link between violence and videogames.In 2007, only 15% of videogames sold were rated     M or adult.Just as not every PG-13 movie is appropriate for every 13 year old, not every E or T game may be appropriate for every child or teen.
Lessons We’ve Learned From SocietyGrand Theft Childhood: The Surprising Truth About Video GamesIn 2004, Drs. Kutner and Olsen initiated the largest and most in-depth unbiased study of video games in the U.S.Over 1,200 middle school students and 500 parents surveyed over a two year periodReport described some behavior problems linked to videogames…but not how most people would expect
Lessons We’ve Learned From SocietyGrand Theft Childhood: The Surprising 	Truth About Video GamesGirls more than boys (12% vs. 3%) were more likely to report bullying, being in fights, or trouble in the classroom.Only one problem behavior (hitting) was significantly linked to near-daily game play.The vast majority of M-gamer kids did not report the behavior problems long associated with violent video games.Boys who didn’t regularly play video games were more likely to get into fights than any other group.M-game players were significantly more likely to play games in social settings, with one or more friends in the same room.
Lessons We’ve Learned From SocietyGrand Theft Childhood: The Surprising Truth About Video Gameswww.grandtheftchildhood.com
Lessons We’ve Learned From SocietyBenefits of Playing Video GamesAllow teens to try on roles and behaviors in a safe environmentProvide practice in planning and anticipating consequencesMay help teens manage difficult emotionsMay promote involvement in sports/exerciseCan improve visual/spatial skillsProvide a focus for socializingMay provide a source of self-esteem and pride
Lessons We’ve Learned From SocietyPew/Internet study Teens, Video Games, and Civics, released September 2008Only 24% of teens ONLY play video games alone.Some qualities of game play have a “strong and consistent positive relationship to a range of civic outcomes.”Teens who take part in social interaction related to games are more engaged socially and civically
Lessons We’ve Learned From SocietyThe Civic Potential of Video Games A must-read for any library offering or considering offering game playGaming in public spaces help nurture democratic values and political engagementModel John Dewey’s conception of democratic community, therefore can be useful learning tools, especially in a school setting
Lessons We’ve Learned From SocietyWhat does any of this have to do with libraries?Don’t have the constraints of schools (time, No Child Left Behind)No barrier to entrySafe, noncommercial spaceDiversityLibraries offering this kind of space and experience are seeing success
Libraries, Videogames and 	Civic Engagement
Libraries, Videogames and Civic EngagementA Pew/MacArthur study found that playing video games can offer opportunities for positive civic experiences for youth and foster connections to the community.  Providing opportunities for youth to play games together in a safe, non-commercialized space gives kids a place outside of school to come together, meet new people and learn to resolve their differences without adult intervention.
Libraries, Videogames and Civic EngagementThe focus groups interviewed for the report maintain that  key appeal of libraries was the transformative power of libraries to make people better human beings.This transformative power—not books—is our brand as libraries, and this happens in relation to people, communal spaces, social programs and a wide variety of services beyond books. Gaming programs draws in patrons otherwise unlikely to visit the library and encourages them to use the library for purposes other than gaming—even checking out books!
Libraries, Videogames and Civic Engagement: Case Study #1Case Study #1John C. Fremont Library in small rural town of Florence, Colorado serves about 5,000 peopleIn the 4,000 square foot library, small space in corner devoted to gaming which contains a TV, an Xbox, a Game Cube and Play Station 2There is no video game or movie rental store in the area—video games are the second highest circulating collection of library
Libraries, Videogames and Civic Engagement: Case Study #1Gaming has truly transformed the library into a youth friendly place and improved the community’s opinion of the library.Holding tournaments and making games available for checkout draws people who would normally never set foot in a library.Video gaming is not just marketing strategy but  a supplement to other library activities.
Libraries, Videogames and Civic Engagement: Case Study #1Tournament StructureOpen to all ages, but mostly frequented by teensIn order to compete, must have a library card and no outstanding fines Two or three gaming stations are availableNormally held Saturdays  at 2:30, 30 min. after closingA bracket system used to determine when people playFood is always availableOnly rule is NO MATURE-RATED GAMES ALLOWEDSince inception, held every other month
Libraries, Videogames and Civic Engagement: Case Study #1The library often collaborates with other community organizations and schools for gaming tournamentsTournaments have been held for middle school and high school as incentive for academic achievement
Libraries, Videogames and Civic Engagement: Case Study #2Case Study #2Ann Arbor District Library in downtown Ann Arbor, Michigan serving a much larger population (millions)Averages 3 event gaming weekends per month , with different games and format for different audiences, which all began with a Mario Kart tournament for teens in August 2004One of the first public libraries to experiment with gaming to attract kids and teens
Libraries, Videogames and Civic Engagement: Case Study #2Key part of the experience is a redefined understanding of the libraryAfterThe library is awesome!The library has exactly what I’m into!The library does it better than anyone!The library give me something I can’t get anywhere else!BeforeThe library sucks.
The library has nothing of interest.
The library would do it wrong.
Who needs libraries anymore?Libraries, Videogames and Civic Engagement: Case Study #2CommunityAADL found that their events and gaming blogs have allowed a tight-knit community of players to form with the library at its center  and library staff as sought-after nodes in that network.  Gaming can help young patrons view library staff in a more favorable lightProviding an online forum allows community formed to continue
Libraries, Videogames and Civic Engagement2008 Pew Internet and American Life Project 	report Teens, Video Games, and CivicsMany experiences in game play are similar to classroom-based civic learning opportunities.  Those playing games often simulate civic action, help or guide other players, participate in guilds or other groups associated with the game, learn about social issues, and grapple with ethical issues.
Libraries, Videogames and Civic EngagementIt has been found that the more frequently players had civic gaming experiences, the more likely they were to be engaged in their community.Playing games with others IN PERSON was related to civic and political outcomes, but playing with others ONLINE did not.In these gaming situations, kids and teens help  each other, the foundation of civil engagement.Gaming can provide opportunities for healthy pride  in the community and the library.
A Powerful Draw Beyond 	Youth Culture
A Powerful Draw Beyond Youth Culture: Case Study#3Oak Park Public LibrarySuccessful Game Nights for Teens and Elderly“Genre X”Blog and Book ClubHi/Lo Tech NightHop On Pop
A Powerful Draw Beyond Youth Culture: Case Study#3AccomplishmentsHigher Profile and Enhanced Image for LibraryStaff Experience with New TechnologyEstablished New RelationshipsContribution to Community
The Benefits of a Planned 	ApproachA case study in project planning and 	management.
The Benefits of a Planned Approach:Case Study #4By Rod Wagner and the staff of the Nebraska Library Commission (NLC)
The Benefits of a Planned Approach: Case Study#4NLC’s Project DevelopmentKept a record of ALL emailsOpenly bloggedabout processMade a formal proposal in writing to the commission director requesting funds.
The Benefits of a Planned Approach:Case Study #4Auditor’s FindingsThe purchase of gaming equipment was a questionable use of public funds.The games were not complicated so did not require the Commission to demonstrate their use to library staff.The Commission is using social networking sites on State time and with State computers which appears to be an inappropriate use of public funds.Photos and videos are posted to websites using State computers on State time without management’s approval.The Commission paid sales tax on the gaming equipment ($29.26).
The Benefits of a Planned Approach:Case Study #4NLC’s RebuttalsRegarding the “games were not complicated” issue, librarians in the state vary widely in terms of their comfort level with technology and equipment.The NLC is not the only state agency using Web 2.0 sites.
The Benefits of a Planned Approach: Case Study#4SummaryMake goalsDocument decisions, actions and eventsProvide context to content on social networking sitesCommunicate
Gaming as Fundraiser
Gaming as Fundraiser: Case Study #5Library Mini Golf (LMG) – created by Rick Bolton in 2005.Started as a fundraiser event for Trumball Library following Hurricane Katrina.500 participants, over $10,000 raised.LMG then became independent organization to help other libraries raise funds.By 2009, dozens of libraries aided.Plans to raise $1 mill. by 2010.
Gaming as Fundraiser: Case Study #5
Gaming as Fundraiser: Case Study #5
Gaming as Fundraiser: Case Study #5Results2,192 library visitors during the day of the event (usual baseline = 1,500).300-350 actual participants.Event attracted people of all age groups.Visitors mostly came as families.Interviewed patrons gave positive feedback.

Ltr2 - Gaming and Libraries

  • 1.
    Gaming and Libraries:LearningFrom the Intersections By Jenny LevineCharlie Terng, Darlene Davis, Ryan Dement, Jen Lemke, Elizabeth Dunn
  • 2.
  • 3.
    Lessons We’ve LearnedFrom SocietyViolence and VideogamesMost people assume a causal link between violence and videogames.In 2007, only 15% of videogames sold were rated M or adult.Just as not every PG-13 movie is appropriate for every 13 year old, not every E or T game may be appropriate for every child or teen.
  • 4.
    Lessons We’ve LearnedFrom SocietyGrand Theft Childhood: The Surprising Truth About Video GamesIn 2004, Drs. Kutner and Olsen initiated the largest and most in-depth unbiased study of video games in the U.S.Over 1,200 middle school students and 500 parents surveyed over a two year periodReport described some behavior problems linked to videogames…but not how most people would expect
  • 5.
    Lessons We’ve LearnedFrom SocietyGrand Theft Childhood: The Surprising Truth About Video GamesGirls more than boys (12% vs. 3%) were more likely to report bullying, being in fights, or trouble in the classroom.Only one problem behavior (hitting) was significantly linked to near-daily game play.The vast majority of M-gamer kids did not report the behavior problems long associated with violent video games.Boys who didn’t regularly play video games were more likely to get into fights than any other group.M-game players were significantly more likely to play games in social settings, with one or more friends in the same room.
  • 6.
    Lessons We’ve LearnedFrom SocietyGrand Theft Childhood: The Surprising Truth About Video Gameswww.grandtheftchildhood.com
  • 7.
    Lessons We’ve LearnedFrom SocietyBenefits of Playing Video GamesAllow teens to try on roles and behaviors in a safe environmentProvide practice in planning and anticipating consequencesMay help teens manage difficult emotionsMay promote involvement in sports/exerciseCan improve visual/spatial skillsProvide a focus for socializingMay provide a source of self-esteem and pride
  • 8.
    Lessons We’ve LearnedFrom SocietyPew/Internet study Teens, Video Games, and Civics, released September 2008Only 24% of teens ONLY play video games alone.Some qualities of game play have a “strong and consistent positive relationship to a range of civic outcomes.”Teens who take part in social interaction related to games are more engaged socially and civically
  • 9.
    Lessons We’ve LearnedFrom SocietyThe Civic Potential of Video Games A must-read for any library offering or considering offering game playGaming in public spaces help nurture democratic values and political engagementModel John Dewey’s conception of democratic community, therefore can be useful learning tools, especially in a school setting
  • 10.
    Lessons We’ve LearnedFrom SocietyWhat does any of this have to do with libraries?Don’t have the constraints of schools (time, No Child Left Behind)No barrier to entrySafe, noncommercial spaceDiversityLibraries offering this kind of space and experience are seeing success
  • 11.
    Libraries, Videogames and Civic Engagement
  • 12.
    Libraries, Videogames andCivic EngagementA Pew/MacArthur study found that playing video games can offer opportunities for positive civic experiences for youth and foster connections to the community. Providing opportunities for youth to play games together in a safe, non-commercialized space gives kids a place outside of school to come together, meet new people and learn to resolve their differences without adult intervention.
  • 13.
    Libraries, Videogames andCivic EngagementThe focus groups interviewed for the report maintain that key appeal of libraries was the transformative power of libraries to make people better human beings.This transformative power—not books—is our brand as libraries, and this happens in relation to people, communal spaces, social programs and a wide variety of services beyond books. Gaming programs draws in patrons otherwise unlikely to visit the library and encourages them to use the library for purposes other than gaming—even checking out books!
  • 14.
    Libraries, Videogames andCivic Engagement: Case Study #1Case Study #1John C. Fremont Library in small rural town of Florence, Colorado serves about 5,000 peopleIn the 4,000 square foot library, small space in corner devoted to gaming which contains a TV, an Xbox, a Game Cube and Play Station 2There is no video game or movie rental store in the area—video games are the second highest circulating collection of library
  • 15.
    Libraries, Videogames andCivic Engagement: Case Study #1Gaming has truly transformed the library into a youth friendly place and improved the community’s opinion of the library.Holding tournaments and making games available for checkout draws people who would normally never set foot in a library.Video gaming is not just marketing strategy but a supplement to other library activities.
  • 16.
    Libraries, Videogames andCivic Engagement: Case Study #1Tournament StructureOpen to all ages, but mostly frequented by teensIn order to compete, must have a library card and no outstanding fines Two or three gaming stations are availableNormally held Saturdays at 2:30, 30 min. after closingA bracket system used to determine when people playFood is always availableOnly rule is NO MATURE-RATED GAMES ALLOWEDSince inception, held every other month
  • 17.
    Libraries, Videogames andCivic Engagement: Case Study #1The library often collaborates with other community organizations and schools for gaming tournamentsTournaments have been held for middle school and high school as incentive for academic achievement
  • 18.
    Libraries, Videogames andCivic Engagement: Case Study #2Case Study #2Ann Arbor District Library in downtown Ann Arbor, Michigan serving a much larger population (millions)Averages 3 event gaming weekends per month , with different games and format for different audiences, which all began with a Mario Kart tournament for teens in August 2004One of the first public libraries to experiment with gaming to attract kids and teens
  • 19.
    Libraries, Videogames andCivic Engagement: Case Study #2Key part of the experience is a redefined understanding of the libraryAfterThe library is awesome!The library has exactly what I’m into!The library does it better than anyone!The library give me something I can’t get anywhere else!BeforeThe library sucks.
  • 20.
    The library hasnothing of interest.
  • 21.
    The library woulddo it wrong.
  • 22.
    Who needs librariesanymore?Libraries, Videogames and Civic Engagement: Case Study #2CommunityAADL found that their events and gaming blogs have allowed a tight-knit community of players to form with the library at its center and library staff as sought-after nodes in that network. Gaming can help young patrons view library staff in a more favorable lightProviding an online forum allows community formed to continue
  • 23.
    Libraries, Videogames andCivic Engagement2008 Pew Internet and American Life Project report Teens, Video Games, and CivicsMany experiences in game play are similar to classroom-based civic learning opportunities. Those playing games often simulate civic action, help or guide other players, participate in guilds or other groups associated with the game, learn about social issues, and grapple with ethical issues.
  • 24.
    Libraries, Videogames andCivic EngagementIt has been found that the more frequently players had civic gaming experiences, the more likely they were to be engaged in their community.Playing games with others IN PERSON was related to civic and political outcomes, but playing with others ONLINE did not.In these gaming situations, kids and teens help each other, the foundation of civil engagement.Gaming can provide opportunities for healthy pride in the community and the library.
  • 25.
    A Powerful DrawBeyond Youth Culture
  • 26.
    A Powerful DrawBeyond Youth Culture: Case Study#3Oak Park Public LibrarySuccessful Game Nights for Teens and Elderly“Genre X”Blog and Book ClubHi/Lo Tech NightHop On Pop
  • 27.
    A Powerful DrawBeyond Youth Culture: Case Study#3AccomplishmentsHigher Profile and Enhanced Image for LibraryStaff Experience with New TechnologyEstablished New RelationshipsContribution to Community
  • 28.
    The Benefits ofa Planned ApproachA case study in project planning and management.
  • 29.
    The Benefits ofa Planned Approach:Case Study #4By Rod Wagner and the staff of the Nebraska Library Commission (NLC)
  • 30.
    The Benefits ofa Planned Approach: Case Study#4NLC’s Project DevelopmentKept a record of ALL emailsOpenly bloggedabout processMade a formal proposal in writing to the commission director requesting funds.
  • 31.
    The Benefits ofa Planned Approach:Case Study #4Auditor’s FindingsThe purchase of gaming equipment was a questionable use of public funds.The games were not complicated so did not require the Commission to demonstrate their use to library staff.The Commission is using social networking sites on State time and with State computers which appears to be an inappropriate use of public funds.Photos and videos are posted to websites using State computers on State time without management’s approval.The Commission paid sales tax on the gaming equipment ($29.26).
  • 32.
    The Benefits ofa Planned Approach:Case Study #4NLC’s RebuttalsRegarding the “games were not complicated” issue, librarians in the state vary widely in terms of their comfort level with technology and equipment.The NLC is not the only state agency using Web 2.0 sites.
  • 33.
    The Benefits ofa Planned Approach: Case Study#4SummaryMake goalsDocument decisions, actions and eventsProvide context to content on social networking sitesCommunicate
  • 34.
  • 35.
    Gaming as Fundraiser:Case Study #5Library Mini Golf (LMG) – created by Rick Bolton in 2005.Started as a fundraiser event for Trumball Library following Hurricane Katrina.500 participants, over $10,000 raised.LMG then became independent organization to help other libraries raise funds.By 2009, dozens of libraries aided.Plans to raise $1 mill. by 2010.
  • 36.
  • 37.
  • 38.
    Gaming as Fundraiser:Case Study #5Results2,192 library visitors during the day of the event (usual baseline = 1,500).300-350 actual participants.Event attracted people of all age groups.Visitors mostly came as families.Interviewed patrons gave positive feedback.