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2008 Azla 

2008 Azla

 

 
 
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Published:  January 04, 2010
 
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Slide 1: Killing Monsters II: Getting Your Game On In Libraries 2008 Susan White, MLIS University Librarian swhite@uat.edu
Slide 2: What I played this week Personal Gaming Platform History • 1982 – Atari 5200 (best Christmas ever) • 1984 – Commodore 64 • 1986 – Nintendo NES • 1989 – Nintendo Gameboy • 1992 – PC (note PC gaming with windows 1992-current) • 1993 – Sony Playstation • 2003* – Xbox • 2007 – Nintendo Wii • 2008 – Xbox 360 *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)
Slide 3: Why are Games an issue with Libraries? • Games are experimental media that lead to reading, interaction, communication, and creation. How is  better than 
Slide 4: What is our attitude based on our collections ?
Slide 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.
Slide 6: <- look 147 libraries have it as of December 2008 I see the beginnings of a trend of inclusion.
Slide 7: <- searching subject headings the in 2007 we see 1138 library holding for a book strongly against gaming. What’s going on here???
Slide 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.
Slide 9: My Agenda •creating vibrant library programming •advancing game collection development for children through adults •defining library policies and circulation procedures.
Slide 10: Games and Libraries Right Now Admirable Focus on Teen Services • Gaming events • Tournaments • Libraries with dedicated teen spaces • Ties-ins to movies, graphic novels (i.e. teen culture) Limited focus on Multimedia text collections, interactive worlds, Dynamic content creation etc.
Slide 11: Critical Objections to Gaming in libraries • Expense • “My library isn’t a rec. center” • Mission • Staff knowledge
Slide 12: The reality about gaming and libraries is best expressed in • Collections • Policies •Does your library have signs that say “no gaming” ? •If so what does that say about your organization’s philosophy about gaming? • Ability to provide reference about game • Programming for all constituents
Slide 13: Cultural Shift from the Top Down On August 3, 2007 Library of Congress • • • announced: Digital Preservation Program Makes Awards to Preserve American Creative Works Preserving Creative America Initiative to Engage Private Sector Creators of Films, Sound Recordings, Photographs, Cartoons and Video Games in Digital Formats National Digital Information Infrastructure and Preservation Program (NDIIPP) Source http://www.loc.gov/today/pr/2007/07-156.html
Slide 14: Getting Game in the Collection • Changing Attitudes • Collection Development • Professional Development • Circulation that works • Cataloging • Programming • Collection Maintenance
Slide 15: What We Can Learn From Games • Physics, Mathematics (Even in Halo 3) • Social Consciousness (Darfur is Dying) • Sociology and Economics (Second life) • Oh, and there are intentionally educational games too Note: If you can’t apply basic geometry and physics Mario will never save the princess
Slide 16: Some Important Statistics for Your Library Director or Board • Eighty-five percent of all games sold in 2007 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. For more information on game ratings, please see .www.esrb.org. •The average game player is 35 years old and has been playing games for 13 years. • In 2008, 26 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999 • 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). Source : http://www.theesa.com/facts/index.asp
Slide 17: Understand and Use Game Ratings from ESRB.org • EARLY CHILDHOOD (EC) - no material that parents would find inappropriate. 3+ • EVERYONE (E) - minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. 6+ • EVERYONE (E10+) - cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes. 10+ • TEEN (T) - violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. 13+ • MATURE (M) - intense violence, blood and gore, sexual content and/or strong language. • ADULTS ONLY (AO) - may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
Slide 18: http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf
Slide 19: Why I love Nintendo As A Librarian • Systems are extremely durable • The Nintendo game catalog is designed for a wide audience with teen and younger ratings (E-T) • Wide appeal to children and adults • Cheaper than every other system •Multiplayer •Incredible Technology – Controllers • Wii
Slide 20: Your Basic Starter Game Library • Pick one System (250-400) •Consoles •Handheld •PC • Controllers (35 each) at least 4 and plan to buy replacements • Games (15-20 titles at an average of 45 each) Total : 1500 – 2000 initial cost = one set of reference books
Slide 21: Common Mistakes to Avoid Some Common Mistakes to when you get started Avoid • Buying games and supporting programs forwhen you start controversial games •Having controversial games in your collection or programming • Circulating PC Games •Trying to support multiple platforms •PC games •EULAs •EULAs •Other Licensing Concerns System and other licensing issues • •Having only one person • Only having one person develop the collection or on staff knowledgeable understand the systems about game reference or technical services •Leaving equipment small enough to fit in a •Trying to support too many platforms backpack unsecured •Failing to catalog your •Leaving any equipment small enough to fit in a controllers backpack unsecured in public areas
Slide 22: Common Mistakes to Avoid Professional Development when you get started • Buying games and supporting programs for controversial games • Circulating PC Games •EULAs •Other Licensing Concerns •Know your collection • Only having one person develop the collection to set up your system •Understand how or understand the systems (Technical Services) •Become •Trying to support too many platforms knowledgeable about a wide range of games (Basic Reference) •Leaving any equipment small •enough tocapacity to discuss game and Have the fit in a backpack unsecured in public game related issues with your constituents areas
Slide 23: Build Your Collection • Based on community wants and needs • Create an Advisory Board • Consult libraries that game • Consult gaming librarians (yes we exist!) http://groups.google.com/group/LibGaming?hl=en Check the library game blogs: http://libgaming.blogspot.com/ • Review Game Resources •http://www.seriousgames.org/ •http://www.gamasutra.com/ •Learn the publishers (EA, Rockstar, Nintendo, Microsoft etc • Check out YALSA’s resources
Slide 24: Game Circulation Borrowers can save their progress and this is a unique problem for circulation •Late items •Never returned Game check outs should be commensurate to Film •Minimizes staff and patron confusion •Enables easier adoption by institution Yes, I understand this game takes 400 hours to complete, but it’s still due tomorrow.
Slide 25: Programming Typical Game Programming Includes options for Teens •Lan parties (Networking Machines) •Tournaments •Contests Atypical Programming can include • Wii community bowling ages 3-99 • Family Smash Brothers competitions • Senior Movement Games • Learning game competitions •Etc.
Slide 26: Policy • Create game policies commensurate to existing film policies •If children can’t borrow rated R films they can’t borrow (M) Mature games •Fines and late fees should be well stated •Equipment check outs and peripherals should reflect other equipment check out policies • Create procedures (and signage) to support your policies • Evaluate and change regularly If your board supports your film policies they can understand and support game too.
Slide 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 suewhiteg@gmail.com swhite@uat.edu < Facebook me! www.uat.edu
Slide 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

   
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