This document discusses the evolution of video games from the 1970s to today. It notes that while early gamers were predominantly male, the demographic has diversified significantly. It outlines the development of the Duke Nukem franchise from 1991 to 2011 as an example. Today's games and gaming platforms are also much more diverse. The document discusses benefits of gaming like building confidence through achievable goals. It argues games deserve a place in libraries to encourage social interaction among young patrons and help teens see the library as a place for them. It speculates on future technologies like Oculus Rift and holodecks.
12. BENEFITS OF GAMING
Achievable goals build confidence
Constant feedback
Average 21 year old has gamed for 10,000
hours
Builds Social Skills
13.
14.
15. GAMING IN LIBRARIES
Encourages young patrons to interact with diverse peers, share their
expertise with others, and develop new strategies for gaming and
learning
Games deserve their place among the other significant cultural
media of our time
Providing video games can help teens understand that the library is
a place for them as well.
providing access to media allows patrons access to additional
material to improve overall literacy skills
Achievable goals – Missions are matched to your level in the game, and you are never given a mission that is unachievable. Constant Feedback – Levelling up is constant positive reinforcement
10,000 hours - 10,080 hours is the exact amount of time Year 5 – graduation
10,000 spend on anything before age 21 will make you a virtuoso