GAMING IN LIBRARIES CE Jamboree May 2008 WHY
GAMING IN LIBRARIES CE Jamboree May, 2008
WHY WON’T THEY JUST GO OUTSIDE AND PLAY? ? ? (this is NOT the title or sentiment of today’s class!)
Emily’s Ground Rules: n Open your minds to a new perspective n Remember--we WANT young people in the library n Put on the proper “hat”
Quick Poll: n Who in the room allows games on library computers? n Who in the room has held a game-related event at the library? n Who in the room has played anything that would be considered an electronic game? n Who in the room just thinks, “I’m too old for this junk —let’s just turn off the computers altogether!” ?
What do you think? n What is the average of gamers? n What percentage of video games sold world- wide carry the “M-for-Mature” rating? n True or False: Women 18 and older make up a higher percentage of the game playing population than Males 17 and younger.
So. . . WHY GAMING? Because gaming in libraries involves: n Literacy n Narrative n Community
So. . . WHY GAMING? n LITERACY n Narrative n Community
Literacy—Then. . . n Traditional definition: The quality or state of being EDUCATED or CULTURED n Traditional process: Research, reading, writing, interpreting n Traditional library service: reference and research (non-fiction)
Literacy—Now. . . n Today’s definition: No change! n Today’s process: “Street-smart” vs. “Book- smart” n Today’s library service: Allow gamers to research their hobbies by purchasing books and magazines about gaming
So. . . WHY GAMING? n Literacy n NARRATIVE n Community
Narrative—Then. . . n Traditional definition: Something that is narrated, i. e. a story n Traditional process: Involves plots, characters, settings, etc. n Traditional library service: collections of fiction books for all ages
Narrative—Now. . . n Today’s definition: No change! n Today’s process: Production vs. consumption n Today’s library service: Allow patrons to produce their own stories by playing games on library computers
So. . . WHY GAMING? n Literacy n Narrative n COMMUNITY
Community—Then. . . n Traditional definition: A unified body of individuals n Traditional process: A group of people meet together in a common location for a shared purpose. n Traditional library service: Story times
Community—Now. . . n Today’s definition: No change! n Today’s process: Real vs. virtual locations n Today’s library service: Allow local gamers to interact during a game night at the library
Consider Quilting… n Literacy: We offer books about quilt patterns, techniques; we make copies of patterns on our photocopier n Narrative: We buy fiction books about quilts (Jennifer Chiaverini—Circle of Quilters) n Community: We allow the local Quilters’ Club to meet in our library meeting room
Why should gaming be treated any differently than quilting?
What’s RUNESCAPE? n Massive n Multin Player n Online n Rolen Playing n Game (MMPORPG)
Literacy & Rune. Scape
Narrative & Rune. Scape
Community & Rune. Scape
Game Night at N. C. L. n Friday, April 20 th. 6 pm to 9 pm n Pre-registration required—limited to 12 kids n All kids must have parent-signed Internet User Agreement on file n Kids would be “locked-in” n Menu: pizza, Mt. Dew, snacks (all free) n We only have 7 public computers, so movies and traditional games were also available
Game Night at N. C. L.
Game Night at N. C. L. n Results were OUTSTANDING! n Most asked “When can we do it again? ” n Most offered to help pay for food next time n Most now greet us with a smile and by name n Best: The story of Shawn…
So. . . WHY GAMING? n Literacy n Narrative n Community
Something to Consider. . . n What if computer gaming was invented before books?
Resources n Everything Bad is Good for You: How Today’s Popular Culture is Actually Making You Smarter--By Steven Johnson n Available on SILO n “Why Gaming” in Library Technology Reports, Sept. – Oct. , 2006. n Available in Full Text on EBSCO
Go home and Get Gaming!
- Slides: 30