2008 AZLA Conference


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2008 AZLA Conference

  1. 1. Killing Monsters II: Getting Your Game On In Libraries 2008 Susan White, MLIS University Librarian [email_address]
  2. 2. Personal Gaming Platform History <ul><li>1982 – Atari 5200 (best Christmas ever) </li></ul><ul><li>1984 – Commodore 64 </li></ul><ul><li>1986 – Nintendo NES </li></ul><ul><li>1989 – Nintendo Gameboy </li></ul><ul><li>1992 – PC (note PC gaming with windows 1992-current) </li></ul><ul><li>1993 – Sony Playstation </li></ul><ul><li>2003* – Xbox </li></ul><ul><li>2007 – Nintendo Wii </li></ul><ul><li>2008 – Xbox 360 </li></ul>*note the gap in platform upgrades reflects college and graduate school *in the past 25+ years I have played too many games to list (or remember) What I played this week
  3. 3. Why are Games an issue with Libraries? <ul><li>Games are experimental media that lead to reading, interaction, communication, and creation. </li></ul><ul><li>How is </li></ul><ul><li> better than  </li></ul>
  4. 4. What is our attitude based on our collections ?
  5. 5. <- look 33 libraries have it as of September 2007 Note as of 2007 Smash Brothers Melee is incredibly popular and is a best selling title for a wide age range.
  6. 6. <- look 147 libraries have it as of December 2008 I see the beginnings of a trend of inclusion.
  7. 7. <- searching subject headings the in 2007 we see 1138 library holding for a book strongly against gaming. What’s going on here???
  8. 8. <- in 2008 we see 1154 up from 1138 in 2007 for library holdings for a book strongly against gaming. However we see 599 libraries with a subscription to a Nintendo magazine.
  9. 9. My Agenda <ul><li>creating vibrant library programming </li></ul><ul><li>advancing game collection development for children through adults </li></ul><ul><li>defining library policies and circulation procedures. </li></ul>
  10. 10. <ul><li>Admirable Focus on Teen Services </li></ul><ul><li>Gaming events </li></ul><ul><li>Tournaments </li></ul><ul><li>Libraries with dedicated teen spaces </li></ul><ul><li>Ties-ins to movies, graphic novels (i.e. teen culture) </li></ul>Games and Libraries Right Now Limited focus on Multimedia text collections, interactive worlds, Dynamic content creation etc.
  11. 11. Critical Objections to Gaming in libraries <ul><li>Expense </li></ul><ul><li>“ My library isn’t a rec. center” </li></ul><ul><li>Mission </li></ul><ul><li>Staff knowledge </li></ul>
  12. 12. <ul><li>Collections </li></ul><ul><li>Policies </li></ul><ul><ul><li>Does your library have signs that say “no gaming” ? </li></ul></ul><ul><ul><li>If so what does that say about your organization’s philosophy about gaming? </li></ul></ul><ul><li>Ability to provide reference about game </li></ul><ul><li>Programming for all constituents </li></ul>The reality about gaming and libraries is best expressed in
  13. 13. <ul><li>On August 3, 2007 Library of Congress announced: </li></ul><ul><li>Digital Preservation Program Makes Awards to Preserve American Creative Works </li></ul><ul><li>Preserving Creative America Initiative to Engage Private Sector Creators of Films, Sound Recordings, Photographs, Cartoons and Video Games in Digital Formats </li></ul><ul><li>National Digital Information Infrastructure and Preservation Program (NDIIPP ) </li></ul>Source http://www.loc.gov/today/pr/2007/07-156.html Cultural Shift from the Top Down
  14. 14. Getting Game in the Collection <ul><li>Changing Attitudes </li></ul><ul><li>Collection Development </li></ul><ul><li>Professional Development </li></ul><ul><li>Circulation that works </li></ul><ul><li>Cataloging </li></ul><ul><li>Programming </li></ul><ul><li>Collection Maintenance </li></ul>
  15. 15. What We Can Learn From Games <ul><li>Physics, Mathematics (Even in Halo 3) </li></ul><ul><li>Social Consciousness (Darfur is Dying) </li></ul><ul><li>Sociology and Economics (Second life) </li></ul><ul><li>Oh, and there are intentionally educational games too </li></ul><ul><ul><li>Note: If you can’t apply basic geometry and physics Mario will never save the princess </li></ul></ul>
  16. 16. Some Important Statistics for Your Library Director or Board <ul><li>Eighty-five percent of all games sold in 2007 were rated &quot;E&quot; for Everyone, &quot;T&quot; for Teen, or &quot;E10+&quot; for Everyone 10+.  For more information on game ratings, please see . www.esrb.org . </li></ul><ul><li>The average game player is 35 years old and has been playing games for 13 years. </li></ul><ul><li>In 2008, 26 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999 </li></ul><ul><li>40% of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent). </li></ul>Source : http://www.theesa.com/facts/index.asp
  17. 17. Understand and Use Game Ratings from ESRB.org <ul><li>EARLY CHILDHOOD (EC) - no material that parents would find inappropriate. 3+ </li></ul><ul><li>EVERYONE (E) - minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. 6+ </li></ul><ul><li>EVERYONE (E10+) - cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes. 10+ </li></ul><ul><li>TEEN (T) - violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. 13+ </li></ul><ul><li>MATURE (M) - intense violence, blood and gore, sexual content and/or strong language. </li></ul><ul><li>ADULTS ONLY (AO) - may include prolonged scenes of intense violence and/or graphic sexual content and nudity. </li></ul>
  18. 18. http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf
  19. 19. Why I love Nintendo As A Librarian <ul><li>Systems are extremely durable </li></ul><ul><li>The Nintendo game catalog is designed for a wide audience with teen and younger ratings (E-T) </li></ul><ul><li>Wide appeal to children and adults </li></ul><ul><li>Cheaper than every other system </li></ul><ul><li>Multiplayer </li></ul><ul><li>Incredible Technology – Controllers </li></ul><ul><li>Wii </li></ul>
  20. 20. Your Basic Starter Game Library <ul><li>Pick one System (250-400) </li></ul><ul><ul><li>Consoles </li></ul></ul><ul><ul><li>Handheld </li></ul></ul><ul><ul><li>PC </li></ul></ul><ul><li>Controllers (35 each) at least 4 and plan to buy replacements </li></ul><ul><li>Games (15-20 titles at an average of 45 each) </li></ul><ul><li>Total : 1500 – 2000 initial cost = one set of reference books </li></ul>
  21. 21. Common Mistakes to Avoid when you get started <ul><li>Buying games and supporting programs for controversial games </li></ul><ul><li>Circulating PC Games </li></ul><ul><ul><li>EULAs </li></ul></ul><ul><ul><li>Other Licensing Concerns </li></ul></ul><ul><li>Only having one person develop the collection or understand the systems </li></ul><ul><li>Trying to support too many platforms </li></ul><ul><li>Leaving any equipment small enough to fit in a backpack unsecured in public areas </li></ul><ul><li>Having controversial games in your collection or programming </li></ul><ul><li>Trying to support multiple platforms </li></ul><ul><li>PC games </li></ul><ul><ul><li>EULAs </li></ul></ul><ul><ul><li>System and other licensing issues </li></ul></ul><ul><li>Having only one person on staff knowledgeable about game reference or technical services </li></ul><ul><li>Leaving equipment small enough to fit in a backpack unsecured </li></ul><ul><li>Failing to catalog your controllers </li></ul>Some Common Mistakes to Avoid when you start
  22. 22. Common Mistakes to Avoid when you get started <ul><li>Buying games and supporting programs for controversial games </li></ul><ul><li>Circulating PC Games </li></ul><ul><ul><li>EULAs </li></ul></ul><ul><ul><li>Other Licensing Concerns </li></ul></ul><ul><li>Only having one person develop the collection or understand the systems </li></ul><ul><li>Trying to support too many platforms </li></ul><ul><li>Leaving any equipment small enough to fit in a backpack unsecured in public areas </li></ul><ul><li>Know your collection </li></ul><ul><li>Understand how to set up your system (Technical Services) </li></ul><ul><li>Become knowledgeable about a wide range of games (Basic Reference) </li></ul><ul><li>Have the capacity to discuss game and game related issues with your constituents </li></ul>Professional Development
  23. 23. Build Your Collection <ul><li>Based on community wants and needs </li></ul><ul><li>Create an Advisory Board </li></ul><ul><li>Consult libraries that game </li></ul><ul><li>Consult gaming librarians (yes we exist!) </li></ul><ul><li>http://groups.google.com/group/LibGaming?hl=en </li></ul><ul><li>Check the library game blogs: http://libgaming.blogspot.com/ </li></ul><ul><li>Review Game Resources </li></ul><ul><ul><li>http://www.seriousgames.org/ </li></ul></ul><ul><ul><li>http://www.gamasutra.com/ </li></ul></ul><ul><li>Learn the publishers (EA, Rockstar, Nintendo, Microsoft etc </li></ul><ul><li>Check out YALSA’s resources </li></ul>
  24. 24. <ul><li>Borrowers can save their progress and this is a unique problem for circulation </li></ul><ul><ul><li>Late items </li></ul></ul><ul><ul><li>Never returned </li></ul></ul><ul><li>Game check outs should be commensurate to Film </li></ul><ul><ul><li>Minimizes staff and patron confusion </li></ul></ul><ul><ul><li>Enables easier adoption by institution </li></ul></ul>Game Circulation Yes, I understand this game takes 400 hours to complete, but it’s still due tomorrow.
  25. 25. Programming <ul><li>Typical Game Programming Includes options for Teens </li></ul><ul><li>Lan parties (Networking Machines) </li></ul><ul><li>Tournaments </li></ul><ul><li>Contests </li></ul><ul><li>Atypical Programming can include </li></ul><ul><li>Wii community bowling ages 3-99 </li></ul><ul><li>Family Smash Brothers competitions </li></ul><ul><li>Senior Movement Games </li></ul><ul><li>Learning game competitions </li></ul><ul><li>Etc. </li></ul>
  26. 26. Policy <ul><li>Create game policies commensurate to existing film policies </li></ul><ul><ul><li>If children can’t borrow rated R films they can’t borrow (M) Mature games </li></ul></ul><ul><ul><li>Fines and late fees should be well stated </li></ul></ul><ul><ul><li>Equipment check outs and peripherals should reflect other equipment check out policies </li></ul></ul><ul><li>Create procedures (and signage) to support your policies </li></ul><ul><li>Evaluate and change regularly </li></ul>If your board supports your film policies they can understand and support game too.
  27. 27. Can I Help Your Library Game? I’m a librarian on a mission to see Arizona Libraries embracing gaming. If you share my enthusiasm or just have questions contact me: Sue White, MLIS University Librarian University of Advancing Technology [email_address] [email_address] < Facebook me! my presentations http://www.slideshare.net/suewhiteg
  28. 28. ALA Support 1. Teen Tech Week will be celebrated March 8-14 in 2009 with the theme Press Play @ your library.  Resources and details are available at www.ala.org/teentechweek   3. YALSA has a Gaming Interest Group that members are welcome to opt-in to.  Information is here: http://www.ala.org/ala/mgrps/divs/yalsa/aboutyalsab/discussion.cfm   4. Get Connected: Tech Programs for Teens was published in 2007 and features many ideas for connecting teens and gaming at libraries.  http://www.neal-schuman.com/bdetail.php?isbn=1555706134   5. YALSA's Gaming Interest Group has compiled a list of recommended games for libraries as well as other gaming resources:    http://wikis.ala.org/yalsa/index.php/Gaming_Lists_%26_Activities     8. YA-YAAC is a listserv open to anyone interested in participating. It has over 1,000 subscribers who discuss library programming ideas for teens, including gaming.  People can subscribe or learn more here: www.ala.org/ala/yalsa/electronicresourcesb/electronicresources.cfm