Service Issues Around Gaming in Libraries


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A presentation for the Alaska Library Association Conference (March 2010)

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  • “ academic library” as we know it
  • British libraries in the 1850s using games to lure people in
  • “ Reading” as we know it What is it that we love about reading?
  • New definitions of “reading”
  • Where libraries provide value with books – especially fiction – is where we can provide value with games. Socialization, community, civic engagement
  • Board games, video games, computer games, cell phone games, big games
  • There’s already a lot of gaming of all types going on in the library, but of all of the board and video games out there, we’re going to focus on the ones where the library can add value – the social ones.
  • 10,000 hours playing 35
  • It’s not just kids
  • Go untraditional – movie theaters, comic book shops, arcades
  • 37 libraries currently using GT System – JoCo in Kansas
  • Service Issues Around Gaming in Libraries

    1. 1. Service Issues of Gaming in Libraries Jenny Levine American Library Association [email_address] The Shifted Librarian
    2. 2. ?
    3. 3. Fiat Lux, Fiat Latebra: A Celebration of Historical Library Functions by D. W. Krummel (1999)
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    11. 11. EIGHT 8. AD 2005? VIII. Instrument for People Access to all communications Particpatory Social Participation media in the interest of social participation and user-generated content
    12. 12. Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter by Steven Johnson What if…. “ Books are also tragically isolating . While games have for many years engaged the young in complex social relationships with their peers, building and exploring worlds together, books force the child to sequester him or herself in a quiet space, shut off from the interaction with other children. These new ‘libraries’ that have arisen in recent years to facilitate reading activities are a frightening sight : dozens of young children, normally so vivacious and socially interactive, sitting alone in cubicles , reading silently, oblivious to their peers.” (p.19-20)
    13. 15. Civic Engagement/Socialization The Civic Potential of Video Games -
    14. 16. Civic Engagement/Socialization Teens, Video Games, and Civics - “ Teens who play games socially (a majority of teens) are more likely to be civically and politically engaged than teens who play games primarily alone. Interestingly, this relationship only holds when teens play alongside others in the same room ."
    15. 17. Define <ul><li>“ gaming” </li></ul><ul><li>Card </li></ul><ul><li>Big </li></ul><ul><li>Board </li></ul><ul><li>Computer </li></ul><ul><li>Mobile </li></ul><ul><li>Online </li></ul><ul><li>Outdoor </li></ul><ul><li>Video </li></ul><ul><li>Card </li></ul><ul><li>Big </li></ul><ul><li>Board </li></ul><ul><li>Computer </li></ul><ul><li>Mobile </li></ul><ul><li>Online </li></ul><ul><li>Outdoor </li></ul><ul><li>Video </li></ul>
    16. 18. Define <ul><li>“ gaming” </li></ul><ul><li>“ gaming in the library” </li></ul>
    17. 19. Define <ul><li>“ gaming” </li></ul><ul><li>“ gaming in the library” </li></ul><ul><li>“ gamer” </li></ul>
    18. 20. Audiences for Gaming <ul><li>Children </li></ul><ul><li>Tweens </li></ul><ul><li>Teens </li></ul><ul><li>College Students </li></ul><ul><li>20-30somethings </li></ul><ul><li>Families </li></ul><ul><li>Seniors </li></ul><ul><li>Intergenerational </li></ul>
    19. 21. Example Mission/Goals <ul><li>Encourage social interactions between participants </li></ul><ul><li>Bring together diverse groups from within the community </li></ul><ul><li>Provide new services to [teens/families/seniors] </li></ul><ul><li>Bring in more teenage boys </li></ul><ul><li>Strengthen relationship between teens and staff </li></ul><ul><li>Support literacy </li></ul><ul><li>Increase awareness of library services </li></ul><ul><li>Increase circulation </li></ul>
    20. 22. What to Look for in Games <ul><li>Multiplayer (4+) </li></ul><ul><li>Spectator sport </li></ul><ul><li>Replayability </li></ul><ul><li>Non-elimination games </li></ul><ul><li>Game type for audience (hardcore vs. casual) </li></ul><ul><li>Game mechanic (collaborative vs. competitive) </li></ul><ul><li>Social – where you can add value </li></ul>
    21. 23. Board Video Children Pictureka!, Snorta, HamsterRolle, 7 Ate 9 Mario Kart, New Super Mario Brothers, LittleBigPlanet Teens Hungry Hungry Hippos, Ticket to Ride Super Smash Bros. Brawl, Rock Band, Just Dance 20-30somethings Say Anything, Wits & Wagers Rock Band, Smarty Pants, Mario Kart Families Apples to Apples, Say Anything Boom Blox, Rock Band, Wii Sports Seniors Mahjong, Trivial Pursuit, Wits & Wagers Smarty Pants, Wii Sports Intergenerational Pictureka!, Apples to Apples, HamsterRolle Wii Sports, Rock Band Beatles, Mario Kart
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    23. 26. Issues
    24. 27. Resources <ul><li>Start at wherever level you can </li></ul>
    25. 28. Resources <ul><li>Cost </li></ul>$300 $150 $100
    26. 29. Resources <ul><li>Cost </li></ul><ul><li>Staffing </li></ul><ul><ul><li>One adult staff member for every 10-12 participants or per console </li></ul></ul><ul><ul><li>Teen helpers </li></ul></ul><ul><ul><li>For adult programs, two staff members </li></ul></ul><ul><ul><li>Local gamers </li></ul></ul>
    27. 30. Resources <ul><li>Cost </li></ul><ul><li>Staffing </li></ul><ul><li>Space, Noise </li></ul><ul><ul><li>After 5pm on Friday </li></ul></ul><ul><ul><li>Meeting room </li></ul></ul><ul><ul><li>Weekend setup </li></ul></ul><ul><ul><li>Leave room for gameplay + spectators </li></ul></ul><ul><ul><li>Hanging out </li></ul></ul><ul><ul><li>Power </li></ul></ul>
    28. 32. Resources <ul><li>Cost </li></ul><ul><li>Staffing </li></ul><ul><li>Space, Noise </li></ul><ul><li>Food/Drink </li></ul><ul><ul><li>No Cheetos </li></ul></ul><ul><ul><li>Lots of liquids </li></ul></ul><ul><ul><li>Napkins/paper towels </li></ul></ul><ul><ul><li>Find a local partner to donate food & drink (prizes, too) </li></ul></ul>
    29. 33. Resources <ul><li>Cost </li></ul><ul><li>Staffing </li></ul><ul><li>Space, Noise </li></ul><ul><li>Food/Drink </li></ul><ul><li>Marketing </li></ul><ul><ul><li>Gamer hangouts </li></ul></ul><ul><ul><li>Local game stores </li></ul></ul><ul><ul><li>YouTube </li></ul></ul><ul><ul><li>BoardGameGeek </li></ul></ul>
    30. 34. Resources <ul><li>Cost </li></ul><ul><li>Staffing </li></ul><ul><li>Space, Noise </li></ul><ul><li>Food/Drink </li></ul><ul><li>Marketing </li></ul><ul><li>Game Ratings </li></ul>
    31. 35. Ratings 84% of all games sold in 2008
    32. 36. Resources <ul><li>Cost </li></ul><ul><li>Staffing </li></ul><ul><li>Space, Noise </li></ul><ul><li>Food/Drink </li></ul><ul><li>Marketing </li></ul><ul><li>Game Ratings </li></ul><ul><li>Tournaments </li></ul>
    33. 39. Resources <ul><li>Cost </li></ul><ul><li>Staffing </li></ul><ul><li>Space, Noise </li></ul><ul><li>Food/Drink </li></ul><ul><li>Marketing </li></ul><ul><li>Game Ratings </li></ul><ul><li>Tournaments </li></ul><ul><li>Evaluation </li></ul>
    34. 40. Beyond Open Gaming Programs
    35. 45. Further Reading <ul><li>What Video Games Have to Teach Us about Learning and Literacy – James Paul Gee </li></ul><ul><li>Gaming and Libraries: Intersection of Services (me) - (updates in April 2008, summer 2009) </li></ul><ul><li>Gamers…in the Library?! – Eli Neiburger </li></ul><ul><li>Game On! Gaming at the Library – Beth Gallaway </li></ul><ul><li>LibGaming Google group - </li></ul>
    36. 46. <ul><li>The Librarian’s Guide to Gaming: An Online Toolkit </li></ul><ul><li>National Gaming Day @ your library – Saturday, November 13, 2010 </li></ul><ul><li>Games and Gaming community </li></ul><ul><li>Gaming, Learning, & Libraries Symposia (2007 & 2008) </li></ul>From ALA Sign up your library!
    37. 47. Jenny Levine American Library Association [email_address] The Shifted Librarian AIM: cybrarygal Questions ?