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Videogames at the Library?!
          Using Games as Learning Tools




                                                       Alice J. Robison
                                          Massachusetts Institute of Technology
                                                                alicerobison.org
                                                                    ajr@mit.edu

Thursday, November 8, 2007                                                         1
How many of you are gamers?

Thursday, November 8, 2007                 2
Define “Gamer”




Thursday, November 8, 2007                    3
Define “Gamer”
               • Teenage boys in the basement? Nope!




Thursday, November 8, 2007                             3
Define “Gamer”
               • Teenage boys in the basement? Nope!
               • 90 million gamers up to age 35




Thursday, November 8, 2007                             3
Define “Gamer”
               • Teenage boys in the basement? Nope!
               • 90 million gamers up to age 35
               • 77 million baby boomers--retirees largest growing
                     segment of gamers




Thursday, November 8, 2007                                           3
Define “Gamer”
               • Teenage boys in the basement? Nope!
               • 90 million gamers up to age 35
               • 77 million baby boomers--retirees largest growing
                     segment of gamers

               • 2003 Pew Internet study of college student
                     gamers--70% play once in a while, 65% play
                     regularly




Thursday, November 8, 2007                                           3
Define “Gamer”
               • Teenage boys in the basement? Nope!
               • 90 million gamers up to age 35
               • 77 million baby boomers--retirees largest growing
                     segment of gamers

               • 2003 Pew Internet study of college student
                     gamers--70% play once in a while, 65% play
                     regularly

               • Average gamer age is 31-33

Thursday, November 8, 2007                                           3
Games are
              Changing
            Guitar Hero, Rock Band
             Wii Sports, Wii Play
                 Casual Games
                 Sports Games
                Strategy Games
              Literature-themed



Thursday, November 8, 2007           4
Where do Gamers Play?

               •    Home

               •    Hospitals

               •    School

               •    Online

               •    Offline

               •    Libraries!



Thursday, November 8, 2007           5
Thursday, November 8, 2007   6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.




Thursday, November 8, 2007          6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                             22% have their own homepages




Thursday, November 8, 2007                                  6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                             22% have their own homepages




         32% report they’ve
            experienced
          “cyberbullying”




Thursday, November 8, 2007                                  6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                             22% have their own homepages
                              55% protect their personal information online



         32% report they’ve
            experienced
          “cyberbullying”




Thursday, November 8, 2007                                                    6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                             22% have their own homepages
                              55% protect their personal information online



         32% report they’ve
                                                  85% use Facebook
            experienced
          “cyberbullying”




Thursday, November 8, 2007                                                    6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                             22% have their own homepages
                              55% protect their personal information online



         32% report they’ve
                                                  85% use Facebook
            experienced                      if available on their campus
          “cyberbullying”




Thursday, November 8, 2007                                                    6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                             22% have their own homepages
                              55% protect their personal information online

 33% share what they create online with others

         32% report they’ve
                                                  85% use Facebook
            experienced                      if available on their campus
          “cyberbullying”




Thursday, November 8, 2007                                                    6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                             22% have their own homepages
                               55% protect their personal information online

 33% share what they create online with others

         32% report they’ve
                                                   85% use Facebook
            experienced                       if available on their campus
          “cyberbullying”
                             19% blog and 19% remix content they find online



Thursday, November 8, 2007                                                     6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                             22% have their own homepages
                               55% protect their personal information online

 33% share what they create online with others

         32% report they’ve
                                                   85% use Facebook
            experienced                       if available on their campus
          “cyberbullying”
                             19% blog and 19% remix content they find online

           55% use online social networking regularly

Thursday, November 8, 2007                                                     6
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
This isn’t Just About Technology




                             Lankshear & Knobel, 2006; Jenkins, et. al, 2006



Thursday, November 8, 2007                                                     8
This isn’t Just About Technology
               technical stuff: we can now use cool stuff to do the
               same kinds of things we have previously known; a
               “physical-industrial” mindset--individualized,
               enclosed, product-centered, hierarchical




                                   Lankshear & Knobel, 2006; Jenkins, et. al, 2006



Thursday, November 8, 2007                                                           8
This isn’t Just About Technology
               technical stuff: we can now use cool stuff to do the
               same kinds of things we have previously known; a
               “physical-industrial” mindset--individualized,
               enclosed, product-centered, hierarchical




                                   Lankshear & Knobel, 2006; Jenkins, et. al, 2006



Thursday, November 8, 2007                                                           8
This isn’t Just About Technology
               technical stuff: we can now use cool stuff to do the
               same kinds of things we have previously known; a
               “physical-industrial” mindset--individualized,
               enclosed, product-centered, hierarchical


               ethos stuff: co-existence of physical space and
               cyberspace; a “cyberspatial, post-industrial”
               mindset--collective, distributed, decentered, process-
               focused, change-based

                                    Lankshear & Knobel, 2006; Jenkins, et. al, 2006



Thursday, November 8, 2007                                                            8
What are Gamers Good At?




Thursday, November 8, 2007             9
What are Gamers Good At?
               •     See themselves as heroes on quests




Thursday, November 8, 2007                                9
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experiment and keep trying--like to fix things, not
                     afraid to low-penalty risks




Thursday, November 8, 2007                                                            9
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experiment and keep trying--like to fix things, not
                     afraid to low-penalty risks

               •     Are “systems thinkers;” see the world as a designed space




Thursday, November 8, 2007                                                            9
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experiment and keep trying--like to fix things, not
                     afraid to low-penalty risks

               •     Are “systems thinkers;” see the world as a designed space

               •     Willing to seek expertise and ask for help--also willing to share
                     expertise, tutor others




Thursday, November 8, 2007                                                               9
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experiment and keep trying--like to fix things, not
                     afraid to low-penalty risks

               •     Are “systems thinkers;” see the world as a designed space

               •     Willing to seek expertise and ask for help--also willing to share
                     expertise, tutor others

               •     Collaboration is crucial with both problem-solving and execution




Thursday, November 8, 2007                                                               9
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experiment and keep trying--like to fix things, not
                     afraid to low-penalty risks

               •     Are “systems thinkers;” see the world as a designed space

               •     Willing to seek expertise and ask for help--also willing to share
                     expertise, tutor others

               •     Collaboration is crucial with both problem-solving and execution

               •     Thrive at fast decision-making and know how to prioritize




Thursday, November 8, 2007                                                               9
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experiment and keep trying--like to fix things, not
                     afraid to low-penalty risks

               •     Are “systems thinkers;” see the world as a designed space

               •     Willing to seek expertise and ask for help--also willing to share
                     expertise, tutor others

               •     Collaboration is crucial with both problem-solving and execution

               •     Thrive at fast decision-making and know how to prioritize

               •     Are good at multitasking and continuous partial attention




Thursday, November 8, 2007                                                               9
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experiment and keep trying--like to fix things, not
                     afraid to low-penalty risks

               •     Are “systems thinkers;” see the world as a designed space

               •     Willing to seek expertise and ask for help--also willing to share
                     expertise, tutor others

               •     Collaboration is crucial with both problem-solving and execution

               •     Thrive at fast decision-making and know how to prioritize

               •     Are good at multitasking and continuous partial attention




Thursday, November 8, 2007                                                               9
What are Games Good At?




Thursday, November 8, 2007            10
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
                     deliberately designed for social strategies




Thursday, November 8, 2007                                                             10
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
                     deliberately designed for social strategies

               •     Invite players to take risks and experiment in low-risk settings before giving
                     high-stakes challenges: failure is part of the puzzle




Thursday, November 8, 2007                                                                            10
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
                     deliberately designed for social strategies

               •     Invite players to take risks and experiment in low-risk settings before giving
                     high-stakes challenges: failure is part of the puzzle

               •     Help players view the world as a designed space, which enables players to
                     unpack hidden systems, underlying themes




Thursday, November 8, 2007                                                                            10
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
                     deliberately designed for social strategies

               •     Invite players to take risks and experiment in low-risk settings before giving
                     high-stakes challenges: failure is part of the puzzle

               •     Help players view the world as a designed space, which enables players to
                     unpack hidden systems, underlying themes

               •     Invite players to take on multiple identities in situated contexts and then
                     reflect on those choices




Thursday, November 8, 2007                                                                            10
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
                     deliberately designed for social strategies

               •     Invite players to take risks and experiment in low-risk settings before giving
                     high-stakes challenges: failure is part of the puzzle

               •     Help players view the world as a designed space, which enables players to
                     unpack hidden systems, underlying themes

               •     Invite players to take on multiple identities in situated contexts and then
                     reflect on those choices

               •     Instant, frequent feedback on behaviors, choices, execution-- often
                     communicated in a variety of modes (cutscenes, graphs)




Thursday, November 8, 2007                                                                            10
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
                     deliberately designed for social strategies

               •     Invite players to take risks and experiment in low-risk settings before giving
                     high-stakes challenges: failure is part of the puzzle

               •     Help players view the world as a designed space, which enables players to
                     unpack hidden systems, underlying themes

               •     Invite players to take on multiple identities in situated contexts and then
                     reflect on those choices

               •     Instant, frequent feedback on behaviors, choices, execution-- often
                     communicated in a variety of modes (cutscenes, graphs)

               •     Encourage production, participation, affinity, data circulation & display




Thursday, November 8, 2007                                                                            10
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
                     deliberately designed for social strategies

               •     Invite players to take risks and experiment in low-risk settings before giving
                     high-stakes challenges: failure is part of the puzzle

               •     Help players view the world as a designed space, which enables players to
                     unpack hidden systems, underlying themes

               •     Invite players to take on multiple identities in situated contexts and then
                     reflect on those choices

               •     Instant, frequent feedback on behaviors, choices, execution-- often
                     communicated in a variety of modes (cutscenes, graphs)

               •     Encourage production, participation, affinity, data circulation & display




Thursday, November 8, 2007                                                                            10
information
     literacy->
     gaming literacy
          identity play
          affiliations
          affinity spaces
          collaborative problem-solving
          circulating information & data
          surfing with others



Thursday, November 8, 2007                 11
Thursday, November 8, 2007   12
What do we mean by “literacies?”
            encoded texts that can be retrieved, worked
             with, and made available independent of
              the physical presence of another person
                                        (Lankshear & Knobel, 2006)




Thursday, November 8, 2007                                           12
Thursday, November 8, 2007   13
What do we mean by “new literacies?”
            blogging, fanfic writing, manga-producing,
              meme-ing, photoshopping, podcasting,
                  vodcasting, gaming, html-ing
                                        (Lankshear & Knobel, 2006)




Thursday, November 8, 2007                                           13
it’s not a big truck

                                      “The internet isn’t just
                                      something you dump
                                      something on. It’s not
                                      a big truck. It’s...it’s a
                                      series of tubes.”
                                          --Senator Ted Stevens (R-Alaska)


                                       John Hodgman’s Reply
                                                   Ted Stevens Remix



Thursday, November 8, 2007                                                   14
newest gamer cultures




Thursday, November 8, 2007                           15
online social
    networks




Thursday, November 8, 2007   16
alternate reality games




Thursday, November 8, 2007                             17
passive gaming




Thursday, November 8, 2007                    18
passive gaming
                             PMOG “adds an element
                             of score-keeping, gentle
                             competition, cooperation
                             and self-reflection
                             through scorekeeping
                             and game dynamics
                             added to web-
                             browsing” (Justin Hall, 2007)




Thursday, November 8, 2007                                   18
passive gaming
                             PMOG “adds an element
                             of score-keeping, gentle
                             competition, cooperation
                             and self-reflection
                             through scorekeeping
                             and game dynamics
                             added to web-
                             browsing” (Justin Hall, 2007)

                             It opens our eyes to what
                             the web really holds, to
                             expand our grasp of
                             meaning-making
                             experiences with the web



Thursday, November 8, 2007                                   18
“Gamers...in the Library?”
                                                --Eli Neiburger

                     “WHY?! For the love of dear old Melvil
                     Dewey, why would we take our hallowed
                     houses of learning and sully them with these
                     vile, prurient, mind-rotting entertainments?
                     Well, it’s a fair question, so long as you
                     remember that they were saying exactly the
                     same thing about Pride and Prejudice not that
                     long ago. Minus the Dewey part, of course.”



Thursday, November 8, 2007                                           19
“Gamers...in the Library?”
                                                 --Eli Neiburger

                     “We’ve also learned that content is not just
                     about text, and that media doesn’t have to be
                     socially redeeming, or even any good, for our
                     patrons to want to consume it....
                     ...If we were supposed to restrict ourselves to
                     offering materials with purely redeeming
                     social qualities and educational value, we’d
                     have to throw out half the collection.”



Thursday, November 8, 2007                                             20
A Zero-Sum Game?
                             •   Content

                             •   Knitting clubs,
                                 romance novels,
                                 large-print books,
                                 movies, discussion
                                 groups, storytime

                             •   Connections,
                                 community

                             •   Instruction




Thursday, November 8, 2007                            21
digitallearning.macfound.org




Thursday, November 8, 2007                                  22
New Media Literacies
                    Play
                    Performance
                    Simulation
                    Appropriation             Participation Gap
                    Multitasking
                    Distributed Cognition     Transparency
                    Collective Intelligence   Problem
                    Judgment
                    Transmedia                Ethics Problem
                    Navigation
                    Networking
                    Negotiation



Thursday, November 8, 2007                                        23
NML Framework           http://projectnml.org
               Play: involves experimenting with               Collective intelligence: pooling
               one’s surroundings as problem-solving           knowledge toward a common goal

               Performance: involves adopting                  Judgment: evaluating the reliability
               alternative identities                          and credibility of different sources

               Simulation: involves interpreting               Transmedia navigation: following
               and constructing dynamic models                 narratives across multiple modes

               Appropriation: meaningfully                     Networking: searching for,
               sampling and remixing media content             synthesizing, and disseminating
                                                               information
               Multitasking: scanning one’s
               environment and shifting focus as               Negotiation: traveling across
               needed                                          communities, discerning perspectives,
                                                               norms
               Distributed cognition: interacting
               with tools to expand mental capacities

Thursday, November 8, 2007                                                                             24
NML Thinking
               •    Kodak Picture Gallery -->   •   stickiness--> syndication
                     Flickr                     •   demographics--> identity
               •    Britannica Online -->           play
                    Wikipedia                   •   developer-written-->
               •    personal websites -->           players co-writing
                    blogging                    •   individual competencies
               •    evite -->upcoming.org           --> collaborative questing
               •    publishing-->               •   value dependent on
                    participation                   scarcity of products-->
               •    content management              value dependent on
                    systems --> wikis               behavior choices
               •    directories (taxonomy)-->   •   surfing alone--> surfing
                    tagging (quot;folksonomyquot;)          with others



Thursday, November 8, 2007                                                       25
What Does it Mean if...




Thursday, November 8, 2007                26
What Does it Mean if...

               • Gaming is the new golf?




Thursday, November 8, 2007                 26
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, etc., or you
                     have no reference for it?




Thursday, November 8, 2007                                            26
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, etc., or you
                 have no reference for it?
               • You don’t know how to visualize data, problem-
                     solve with others, know how to think with systems




Thursday, November 8, 2007                                               26
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, etc., or you
                 have no reference for it?
               • You don’t know how to visualize data, problem-
                 solve with others, know how to think with systems
               • You don’t know how to interact online and socialize
                     in games, virtual worlds, or interactive sites?




Thursday, November 8, 2007                                             26
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, etc., or you
                 have no reference for it?
               • You don’t know how to visualize data, problem-
                 solve with others, know how to think with systems
               • You don’t know how to interact online and socialize
                 in games, virtual worlds, or interactive sites?
               • You don’t know how to present yourself online?


Thursday, November 8, 2007                                             26
Adopt the new literacies ethos




Thursday, November 8, 2007                    27
Adopt the new literacies ethos

               • Use design principles of good games




Thursday, November 8, 2007                             27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure




Thursday, November 8, 2007                             27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking




Thursday, November 8, 2007                             27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data




Thursday, November 8, 2007                                   27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data
                • Legitimate peripheral participation




Thursday, November 8, 2007                                   27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data
                • Legitimate peripheral participation
                • Don’t erase judgment, ethical decision-making




Thursday, November 8, 2007                                        27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data
                • Legitimate peripheral participation
                • Don’t erase judgment, ethical decision-making
                • Problem-based learning




Thursday, November 8, 2007                                        27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data
                • Legitimate peripheral participation
                • Don’t erase judgment, ethical decision-making
                • Problem-based learning
                • Information literacy



Thursday, November 8, 2007                                        27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data
                • Legitimate peripheral participation
                • Don’t erase judgment, ethical decision-making
                • Problem-based learning
                • Information literacy
                • Go outside the game: transmedia, fan cultures



Thursday, November 8, 2007                                        27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data
                • Legitimate peripheral participation
                • Don’t erase judgment, ethical decision-making
                • Problem-based learning
                • Information literacy
                • Go outside the game: transmedia, fan cultures
                • Identity play


Thursday, November 8, 2007                                        27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data
                • Legitimate peripheral participation
                • Don’t erase judgment, ethical decision-making
                • Problem-based learning
                • Information literacy
                • Go outside the game: transmedia, fan cultures
                • Identity play
                • Affinity spaces

Thursday, November 8, 2007                                        27
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunities for failure
                • Encourage design-system thinking
                • Reappropriate, circulate, visualize data
                • Legitimate peripheral participation
                • Don’t erase judgment, ethical decision-making
                • Problem-based learning
                • Information literacy
                • Go outside the game: transmedia, fan cultures
                • Identity play
                • Affinity spaces
               • PLAY GAMES--failure is part of the game, remember?

Thursday, November 8, 2007                                            27
References, Further Reading




Thursday, November 8, 2007                     28
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Libraryjournal.com, 2005




Thursday, November 8, 2007                                           28
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Libraryjournal.com, 2005
                 •     Gaming and Libraries: Intersection of Services--
                       Jenny Levine, ALA (theshiftedlibrarian.com)




Thursday, November 8, 2007                                                28
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Libraryjournal.com, 2005
                 •     Gaming and Libraries: Intersection of Services--
                       Jenny Levine, ALA (theshiftedlibrarian.com)
                 •     Henry Jenkins’ ALA Keynote (TechSource, Gaming,
                       Learning, and Libraries Symposium), 2007




Thursday, November 8, 2007                                                28
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Libraryjournal.com, 2005
                 •     Gaming and Libraries: Intersection of Services--
                       Jenny Levine, ALA (theshiftedlibrarian.com)
                 •     Henry Jenkins’ ALA Keynote (TechSource, Gaming,
                       Learning, and Libraries Symposium), 2007
                 •     What Video Games Have to Teach Us about
                       Learning and Literacy-- James Paul Gee (2003)




Thursday, November 8, 2007                                                28
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Libraryjournal.com, 2005
                 •     Gaming and Libraries: Intersection of Services--
                       Jenny Levine, ALA (theshiftedlibrarian.com)
                 •     Henry Jenkins’ ALA Keynote (TechSource, Gaming,
                       Learning, and Libraries Symposium), 2007
                 •     What Video Games Have to Teach Us about
                       Learning and Literacy-- James Paul Gee (2003)
                 •     Got Game: How the Gamer Generation is
                       Reshaping Business Forever-- Beck & Wade (2005)




Thursday, November 8, 2007                                                28
References, Further Reading




Thursday, November 8, 2007                     29
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com




Thursday, November 8, 2007                                                29
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •     Game On: Games in Libraries--
                       libgaming.blogspot.com




Thursday, November 8, 2007                                                29
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •     Game On: Games in Libraries--
                       libgaming.blogspot.com
                 •     Pop Goes the Library--popgoesthelibrary.com




Thursday, November 8, 2007                                                29
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •     Game On: Games in Libraries--
                       libgaming.blogspot.com
                 •     Pop Goes the Library--popgoesthelibrary.com
                 •     http://www.eye4youalliance.youthtech.info/




Thursday, November 8, 2007                                                29
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •     Game On: Games in Libraries--
                       libgaming.blogspot.com
                 •     Pop Goes the Library--popgoesthelibrary.com
                 •     http://www.eye4youalliance.youthtech.info/
                 •     Global Kids Digital Media Initiative (NYC)--
                       holymeatballs.org




Thursday, November 8, 2007                                                29
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •     Game On: Games in Libraries--
                       libgaming.blogspot.com
                 •     Pop Goes the Library--popgoesthelibrary.com
                 •     http://www.eye4youalliance.youthtech.info/
                 •     Global Kids Digital Media Initiative (NYC)--
                       holymeatballs.org
                 •     Project New Media Literacies (MIT): projectnml.org




Thursday, November 8, 2007                                                  29
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •     Game On: Games in Libraries--
                       libgaming.blogspot.com
                 •     Pop Goes the Library--popgoesthelibrary.com
                 •     http://www.eye4youalliance.youthtech.info/
                 •     Global Kids Digital Media Initiative (NYC)--
                       holymeatballs.org
                 •     Project New Media Literacies (MIT): projectnml.org
                 •     Goodplay Project (Harvard): goodworkproject.org/
                       research/digital.htm



Thursday, November 8, 2007                                                  29

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Westchester Library-Alice Robison-October 2007

  • 1. Videogames at the Library?! Using Games as Learning Tools Alice J. Robison Massachusetts Institute of Technology alicerobison.org ajr@mit.edu Thursday, November 8, 2007 1
  • 2. How many of you are gamers? Thursday, November 8, 2007 2
  • 4. Define “Gamer” • Teenage boys in the basement? Nope! Thursday, November 8, 2007 3
  • 5. Define “Gamer” • Teenage boys in the basement? Nope! • 90 million gamers up to age 35 Thursday, November 8, 2007 3
  • 6. Define “Gamer” • Teenage boys in the basement? Nope! • 90 million gamers up to age 35 • 77 million baby boomers--retirees largest growing segment of gamers Thursday, November 8, 2007 3
  • 7. Define “Gamer” • Teenage boys in the basement? Nope! • 90 million gamers up to age 35 • 77 million baby boomers--retirees largest growing segment of gamers • 2003 Pew Internet study of college student gamers--70% play once in a while, 65% play regularly Thursday, November 8, 2007 3
  • 8. Define “Gamer” • Teenage boys in the basement? Nope! • 90 million gamers up to age 35 • 77 million baby boomers--retirees largest growing segment of gamers • 2003 Pew Internet study of college student gamers--70% play once in a while, 65% play regularly • Average gamer age is 31-33 Thursday, November 8, 2007 3
  • 9. Games are Changing Guitar Hero, Rock Band Wii Sports, Wii Play Casual Games Sports Games Strategy Games Literature-themed Thursday, November 8, 2007 4
  • 10. Where do Gamers Play? • Home • Hospitals • School • Online • Offline • Libraries! Thursday, November 8, 2007 5
  • 12. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. Thursday, November 8, 2007 6
  • 13. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages Thursday, November 8, 2007 6
  • 14. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 32% report they’ve experienced “cyberbullying” Thursday, November 8, 2007 6
  • 15. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 32% report they’ve experienced “cyberbullying” Thursday, November 8, 2007 6
  • 16. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 32% report they’ve 85% use Facebook experienced “cyberbullying” Thursday, November 8, 2007 6
  • 17. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” Thursday, November 8, 2007 6
  • 18. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” Thursday, November 8, 2007 6
  • 19. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” 19% blog and 19% remix content they find online Thursday, November 8, 2007 6
  • 20. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Thursday, November 8, 2007 6
  • 33. This isn’t Just About Technology Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Thursday, November 8, 2007 8
  • 34. This isn’t Just About Technology technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Thursday, November 8, 2007 8
  • 35. This isn’t Just About Technology technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Thursday, November 8, 2007 8
  • 36. This isn’t Just About Technology technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical ethos stuff: co-existence of physical space and cyberspace; a “cyberspatial, post-industrial” mindset--collective, distributed, decentered, process- focused, change-based Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Thursday, November 8, 2007 8
  • 37. What are Gamers Good At? Thursday, November 8, 2007 9
  • 38. What are Gamers Good At? • See themselves as heroes on quests Thursday, November 8, 2007 9
  • 39. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks Thursday, November 8, 2007 9
  • 40. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space Thursday, November 8, 2007 9
  • 41. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others Thursday, November 8, 2007 9
  • 42. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution Thursday, November 8, 2007 9
  • 43. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution • Thrive at fast decision-making and know how to prioritize Thursday, November 8, 2007 9
  • 44. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution • Thrive at fast decision-making and know how to prioritize • Are good at multitasking and continuous partial attention Thursday, November 8, 2007 9
  • 45. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution • Thrive at fast decision-making and know how to prioritize • Are good at multitasking and continuous partial attention Thursday, November 8, 2007 9
  • 46. What are Games Good At? Thursday, November 8, 2007 10
  • 47. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies Thursday, November 8, 2007 10
  • 48. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle Thursday, November 8, 2007 10
  • 49. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes Thursday, November 8, 2007 10
  • 50. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes • Invite players to take on multiple identities in situated contexts and then reflect on those choices Thursday, November 8, 2007 10
  • 51. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes • Invite players to take on multiple identities in situated contexts and then reflect on those choices • Instant, frequent feedback on behaviors, choices, execution-- often communicated in a variety of modes (cutscenes, graphs) Thursday, November 8, 2007 10
  • 52. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes • Invite players to take on multiple identities in situated contexts and then reflect on those choices • Instant, frequent feedback on behaviors, choices, execution-- often communicated in a variety of modes (cutscenes, graphs) • Encourage production, participation, affinity, data circulation & display Thursday, November 8, 2007 10
  • 53. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes • Invite players to take on multiple identities in situated contexts and then reflect on those choices • Instant, frequent feedback on behaviors, choices, execution-- often communicated in a variety of modes (cutscenes, graphs) • Encourage production, participation, affinity, data circulation & display Thursday, November 8, 2007 10
  • 54. information literacy-> gaming literacy identity play affiliations affinity spaces collaborative problem-solving circulating information & data surfing with others Thursday, November 8, 2007 11
  • 56. What do we mean by “literacies?” encoded texts that can be retrieved, worked with, and made available independent of the physical presence of another person (Lankshear & Knobel, 2006) Thursday, November 8, 2007 12
  • 58. What do we mean by “new literacies?” blogging, fanfic writing, manga-producing, meme-ing, photoshopping, podcasting, vodcasting, gaming, html-ing (Lankshear & Knobel, 2006) Thursday, November 8, 2007 13
  • 59. it’s not a big truck “The internet isn’t just something you dump something on. It’s not a big truck. It’s...it’s a series of tubes.” --Senator Ted Stevens (R-Alaska) John Hodgman’s Reply Ted Stevens Remix Thursday, November 8, 2007 14
  • 60. newest gamer cultures Thursday, November 8, 2007 15
  • 61. online social networks Thursday, November 8, 2007 16
  • 62. alternate reality games Thursday, November 8, 2007 17
  • 64. passive gaming PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) Thursday, November 8, 2007 18
  • 65. passive gaming PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) It opens our eyes to what the web really holds, to expand our grasp of meaning-making experiences with the web Thursday, November 8, 2007 18
  • 66. “Gamers...in the Library?” --Eli Neiburger “WHY?! For the love of dear old Melvil Dewey, why would we take our hallowed houses of learning and sully them with these vile, prurient, mind-rotting entertainments? Well, it’s a fair question, so long as you remember that they were saying exactly the same thing about Pride and Prejudice not that long ago. Minus the Dewey part, of course.” Thursday, November 8, 2007 19
  • 67. “Gamers...in the Library?” --Eli Neiburger “We’ve also learned that content is not just about text, and that media doesn’t have to be socially redeeming, or even any good, for our patrons to want to consume it.... ...If we were supposed to restrict ourselves to offering materials with purely redeeming social qualities and educational value, we’d have to throw out half the collection.” Thursday, November 8, 2007 20
  • 68. A Zero-Sum Game? • Content • Knitting clubs, romance novels, large-print books, movies, discussion groups, storytime • Connections, community • Instruction Thursday, November 8, 2007 21
  • 70. New Media Literacies Play Performance Simulation Appropriation Participation Gap Multitasking Distributed Cognition Transparency Collective Intelligence Problem Judgment Transmedia Ethics Problem Navigation Networking Negotiation Thursday, November 8, 2007 23
  • 71. NML Framework http://projectnml.org Play: involves experimenting with Collective intelligence: pooling one’s surroundings as problem-solving knowledge toward a common goal Performance: involves adopting Judgment: evaluating the reliability alternative identities and credibility of different sources Simulation: involves interpreting Transmedia navigation: following and constructing dynamic models narratives across multiple modes Appropriation: meaningfully Networking: searching for, sampling and remixing media content synthesizing, and disseminating information Multitasking: scanning one’s environment and shifting focus as Negotiation: traveling across needed communities, discerning perspectives, norms Distributed cognition: interacting with tools to expand mental capacities Thursday, November 8, 2007 24
  • 72. NML Thinking • Kodak Picture Gallery --> • stickiness--> syndication Flickr • demographics--> identity • Britannica Online --> play Wikipedia • developer-written--> • personal websites --> players co-writing blogging • individual competencies • evite -->upcoming.org --> collaborative questing • publishing--> • value dependent on participation scarcity of products--> • content management value dependent on systems --> wikis behavior choices • directories (taxonomy)--> • surfing alone--> surfing tagging (quot;folksonomyquot;) with others Thursday, November 8, 2007 25
  • 73. What Does it Mean if... Thursday, November 8, 2007 26
  • 74. What Does it Mean if... • Gaming is the new golf? Thursday, November 8, 2007 26
  • 75. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? Thursday, November 8, 2007 26
  • 76. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? • You don’t know how to visualize data, problem- solve with others, know how to think with systems Thursday, November 8, 2007 26
  • 77. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? • You don’t know how to visualize data, problem- solve with others, know how to think with systems • You don’t know how to interact online and socialize in games, virtual worlds, or interactive sites? Thursday, November 8, 2007 26
  • 78. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? • You don’t know how to visualize data, problem- solve with others, know how to think with systems • You don’t know how to interact online and socialize in games, virtual worlds, or interactive sites? • You don’t know how to present yourself online? Thursday, November 8, 2007 26
  • 79. Adopt the new literacies ethos Thursday, November 8, 2007 27
  • 80. Adopt the new literacies ethos • Use design principles of good games Thursday, November 8, 2007 27
  • 81. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure Thursday, November 8, 2007 27
  • 82. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking Thursday, November 8, 2007 27
  • 83. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data Thursday, November 8, 2007 27
  • 84. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation Thursday, November 8, 2007 27
  • 85. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making Thursday, November 8, 2007 27
  • 86. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning Thursday, November 8, 2007 27
  • 87. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy Thursday, November 8, 2007 27
  • 88. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures Thursday, November 8, 2007 27
  • 89. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures • Identity play Thursday, November 8, 2007 27
  • 90. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures • Identity play • Affinity spaces Thursday, November 8, 2007 27
  • 91. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures • Identity play • Affinity spaces • PLAY GAMES--failure is part of the game, remember? Thursday, November 8, 2007 27
  • 93. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 Thursday, November 8, 2007 28
  • 94. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) Thursday, November 8, 2007 28
  • 95. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) • Henry Jenkins’ ALA Keynote (TechSource, Gaming, Learning, and Libraries Symposium), 2007 Thursday, November 8, 2007 28
  • 96. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) • Henry Jenkins’ ALA Keynote (TechSource, Gaming, Learning, and Libraries Symposium), 2007 • What Video Games Have to Teach Us about Learning and Literacy-- James Paul Gee (2003) Thursday, November 8, 2007 28
  • 97. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) • Henry Jenkins’ ALA Keynote (TechSource, Gaming, Learning, and Libraries Symposium), 2007 • What Video Games Have to Teach Us about Learning and Literacy-- James Paul Gee (2003) • Got Game: How the Gamer Generation is Reshaping Business Forever-- Beck & Wade (2005) Thursday, November 8, 2007 28
  • 99. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com Thursday, November 8, 2007 29
  • 100. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com Thursday, November 8, 2007 29
  • 101. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com Thursday, November 8, 2007 29
  • 102. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ Thursday, November 8, 2007 29
  • 103. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ • Global Kids Digital Media Initiative (NYC)-- holymeatballs.org Thursday, November 8, 2007 29
  • 104. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ • Global Kids Digital Media Initiative (NYC)-- holymeatballs.org • Project New Media Literacies (MIT): projectnml.org Thursday, November 8, 2007 29
  • 105. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ • Global Kids Digital Media Initiative (NYC)-- holymeatballs.org • Project New Media Literacies (MIT): projectnml.org • Goodplay Project (Harvard): goodworkproject.org/ research/digital.htm Thursday, November 8, 2007 29