Thursday, September 6, 2007

How to Run Role Playing Groups in Libraries

This is my mental model of the role playing game. A heated debate on what your elfin paladin must do to help your pals the wizard, cleric, and ranger defeat a gang of marauding trolls.

It's fun, it's cloistering, it's huge, and self-perpetuating. All of this is possible at your library. This recent blog entry from Library Mofo offers a wonderful beginner's how to.

End results:
Personal responsibility, decision making skills, creative writing and basic math skills, imagination, team work, deduction & reasoning, and opening the door to greater discussions of good and evil, justice, and engaging intellectual activity of a different sort----all in service of our biggest goal, which is attracting more folks of all kinds to the library. Many libraries do this. And there are so many games...

So I guess it isn't just the wacky world of wizards, after all.

Tuesday, August 28, 2007


Reader's Advisory.
Reader's Advisory.
Reader's Advisory.
Reader's Advisory.

Monday, August 27, 2007

Readers Advisory Boot Camp

Joyce Saricks "Fiction Reference -- patron-centered library service for adult liesure readers."
Betty Rosenberg "Never apologize for your reading tastes."
Says you: "Can I help you find something to read today?"

In reader's advisory we matchmake rather than judge. Suggest rather than recommend.

Best question: "What did you read last and what did you like about it?" OR "What didn't you like about it?"
Crucial follow-up: "Are you in the mood for that or something different"

Look for books with similar appeal, "feel."

Relate a book in positive terms. Not "simplistic," but "unembellished."

Prepare for obvious readalikes: Hosseini, Sartrapi, Patterson, Evanovich by speed reading as often as possible:


How to Read a Book in Ten Minutes
from Georgine N. Olson PLA 3/27/2004.

-Do this only with books that you don't really see yourself enjoying. This will ruin a book you may want to read.
-Locating appeal vs. provide summary. Provides readalikes--you will be able to recommend these books.
-This is a great way to familiarize yourself the fiction popular with patrons without having to read everything.
-Take notes on vital stats.
-Hold the book, examine the typeface, thickness, this will tell you a lot about pacing.
-The cover will describe the book and often the genre.
-Blurb and reviews may piece together enough to get you there.
-Read the first chapter.
-Skim, read throughout.
-Read the end.
-Info culled about style, pacing, format characters, setting, story-line, genre are easy to tell.
-If there is any doubt, reviews fill in the gaps nicely.
-Try to do a stack of 5 per shift. this is a good activity that will familiarize us with what patrons are reading and is great PR for patrons to see us doing this!

Hot websites:
Fresh Fiction -- Writers in media. Subscribe to Media Spotlight for daily updates.
Gnooks -- Computer provides suggestions for readalikes.
Barnes and Noble -- Like Amazon. Meet the Author section is nice! Here's Hosseini.
What's Next -- The best thing for Series.
Libraries Have Lists. Check out Waterboro's. Especially Non-fiction that reads like Fiction.

Friday, August 24, 2007

Gaming without Borders: Gaming Beyond Consoles and Screens

Elizabeth Lane Lawley. "Gaming without Borders: Gaming Beyond Consoles and Screens."
RIT Lab for Social Computing. Gaming is a serious skill that helps people grow. Libraries are behind the times. We must catch up.

Real life should be more like games (Second Life), not vice versa.
Game- a form of play with goals and structure, form of art, and more.
Libraries already have gaming- Summer Reading Programs, Learning 2.0, etc, each have steps with a goal and prizes at the end.
Experience is king, content is queen- about the unfettered immersive experience.
Space of trusted authority- trusted knowledge, we provide this.

Reverse Scavenger Hunt:
Break into teams, 10 minutes to bring back 11 items. Get list from judges. Tell judges how each item matches an item on the list.

Reclaiming Public Spaces that Have Fallen Into Disuse:
At the library, possibilities are endless. At the graveyard: tombstone hold 'em poker. Read headstones. Reinvigorate these place.

Cruel 2 B Kind:
Each team has a weapon and a weakness. Use positive weapon, like saying "you look great" to win others to your team. Hand out flowers, for example to kill people off.

Passively multiplayer online gaming:
Get experience for everything you do. Embedding playfulness into things people already do. Rewards and incentive.
--Is World of Warcraft the new Golf? You Play World of Warcraft? You're Hired--great article covers the sophistication of economic lessons within...ability to lead to conversations about ethics, middle men, powerful lessons about life, and more.

Libraries Must Respond:
--Build Core Collections to support games. World of Warcraft Atlas -- the game has 8.5 million players why do no libraries buy this? This is very sophisticated material on an enriching game. We are alienating potential patrons.
**hot tip: bookburro scours WorldCat and tells you the nearest library that has something on Amazon.
--Librarians & parents need to review games. Why is there no ALA best 100 games list?

Conclusion:
--Gaming makes kids more creative.
3D models in Second Life, full-on creation.
Fan fiction written about ClubPenguin
--We must evaluate what's out there and make brave new world of gaming real, safe, and less scary for all involved.

Why Serious Gaming Shouldn't Be Taken Seriously

Thom Kevin Gillespie. "Why Serious Gaming Shouldn't Be Taken Seriously."
Not only can gamers play, they can create...and for free. All we need are the machines for this increasingly marketable skill.

What Led to This:
--Video projection, paint on the wall/paper image projected.
--Video diary of a violent, cloistered neighborhood, that brought everyone into the library...and they kept coming back.
--Latchkey kids in unscripted situation ~ game design is perfect for this. He had kids move robots around the room, made them talk.
--Entertainment expands this idea.
--Studying a game is playing it.
--DS2 may be the future ~~ a hand held world.

Design:
1.) Big table with markers. It's that simple.
2.) Run through ideas, collaborate, create a 10 page pitch. This takes dozens of hours. Temas coalesce around the best ideas. Many sessions of 5 hours each is the norm.
3.) A game takes 1.5 to 3 years and 50 designers to develop.
--Games for Gangs: great idea, but needs lots of time & effort.
--Jellyvision in Chicago does the "You Don't Know Jack" games. Harry Gottlieb, presents
wonderfully. He will also accept pitches (from patrons)!
4.) Games fail most often due to social, rather than creative, problems.

Open Source Game Design Items:
--Game Engine Blender
--Photoshop Gimp
--Illustrator Inkscape
--Flash osflash.org
----MIT's Scratch allows kids to make games on their own!
----Squeak "programmable toolkit that enables kids to create their own games, animated stories, and interactive art."
----Alice is another great all-in-one.
**As good as professional tools.
**Can be used to design "big games."

Games Pay Big:
--Developing flash, team-building, financial, workshopping, management, etc. skills.
--Blender & Gimp-masters often get hired for 2D and 3D animation jobs.
--Creating financial and intellectual property.

Thursday, August 23, 2007

Gaming for Adults

Martin House, Mark Englebecht. "Gaming for Adults."
Click on the link above for an MP3 audio file of this session. Click on Martin for information on this study, findings, and other related info.
Public Library of Charlotte & Mecklenburg County
This library used LSTA grant funds to start a program that became so successful that it became a service attracting nontraditional library patrons, increasing usage, most notably reference.

General:
--33 is the average game player age
--Appearing everywhere. The Economist 8/4/2005 talks about how gaming is good for the work force.
--Gamers are voters & advocates.

The Experiment:
--$70,000 LSTA Grant given to see if gaming brings adults into the library. What kind of gaming? Board? PC? Console? How does this affect the library?

Promotion & Some Findings:

--Promoted with fliers. Partnered with game and comic stores. Wore sandwich boards.
--Talking to people is the best form of promotion.
--Nothing mature allowed when kids are around. Kids are always allowed.
--Headphones are a detriment to interaction.
--Had to fight with the resistant who argued that gaming was a useless add-on.
--teaches basic skills, interaction, social learning, and more.
--promotion of library to nontraditional patrons.

Findings:
--Mostly low-income zip codes.
--Mostly male.
--Mostly Afro-American.
--Mostly 26+
--Most had a library card.
--Library usage overall raised, especially reference.
--Increased approachability allowed referring to other resources, making everyone aware of everything the library has to offer.
--Video games attracted more people than traditional games, like board games.
--PS2, Madden most popular.
--Who came: 1.)Walk-in 2.) Friend 3.) Flier & postcard 4.) Website.
--Marketing to conventions, comic cons would help.

Hurdles:
--Funding, staffing, after-hours, equipment coordination, budget for loss, staff buy-in:
--staff events. Put Wii in break room. Promote so staff is conversant/enthusiastic.

The Program:
--Set-up takes one hour. Best to list procedure, equipment, etc. online for easy access.
--Pelican cases or Rubbermaid totes on wheels are best.
--3 to 4 hour events.
--Drop in worked best.
--Play test everything.
--Insurance and security are a must.

Conclusion:
--72 events, 14 branches, 3000 participants.
--from first year, 9 events.
--People come to library, use reference more.
--Started as a program, slowly became a service.

Monday, August 20, 2007

Digital Downloads for Gamers

Beth Galloway. "Digital Downloads for Gamers."
This is an excellent "core collection" of video games, many free, from an expert on them.

Tips
--email as a librarian, ask what kind of deals offered for multiple orders.
--ask whether can "beta test" games and get things for free this way.

Subscription Services:
GameTap- 900+ arcade games retro style. $7-$10/mo. 8 logins. No public performance.
Comcast Games on Demand- $15/mo. also has KidsPlay which has 72 titles. All sorted by ratings.
PlayFirst- By Viacom. $19.95/game/machine. 1 Fee per download.
Direct2Drive- $20-$50. Like going to GameStop for a game. Cheat codes, reviews at ign.com.
Shockwave Unlimited- Free. $5 to $10/mo. takes away all ads.
Overdrive- Also will have games available in Sept. 70 titles. Unlimited checkout. Educational slant, mostly for home users.

Free or Cheap:
Steam-
Allows public performance. steampower.com
**StepMania- DDR for fingers. Open source. Kids can create dances & steps
**Snood- Word of Mousegames Puzzle & shooter games.
Apple Corps- Mr. Potato Head, except fruit, vegetables, political heads.
funbrain.com- Educational games with math, reading, science, etc.
Girl Scouts- girlsgotech.org
Neopets- Virtual pet. Highly commercial.
Webkinz- Toy, trivia. Earn coupons to win money off stuff.
Darfur is Dying- Genocide simulation game. Empathy next goal in video game designers path.
**Runescape- Medieval styled MMDRGP. Good place to start.
**Kingdom of Loathing- Free and funny turn-based RPG with online chat group option.
iFiction- Archive of over 250 text adventure games like Star Wars, Hitchhikers, Zork, etc. Background, precursors to popular games of today that involve decision making.
Setgame- Daily set puzzles.
Addicting games- 2D Games.

Bonus:
Education Arcade-
Learning through authentic and engaging play.
Games for Change- Global warming, health, politics, etc.
Gaia Online- 3D digital community. Create avatar, buy something for it.
Second Life- 3D world created/owned by residents. Tons of games within.
America's ARMY- Great, free shoot-em, forums filled with antiwar conversations.

Monday, August 13, 2007

Big Games

Greg Trefry. "Big Fun, Big Learning. Transforming the World through Play."
We can cheaply and easily run throughout our library and town engaging patrons in enriching and community-building activities.

Happening worldwide, like Come Out and Play Festival.

Big Games --
Expand to neighborhood, city, entire world (Internet). This "magic circle" integrates the rest of the world.
--Read about them in blogs
--Technology allows tracking (GPS, cell phone) over HUGE game boards (City)
--Can be traditional (chalk & paper)
--Can be silly, sporty, educational.
--Can be spectacular, great to watch, learning occurs.

Big Games Exist as:
Folk Games -- Most are variations of capture the flag, scavenger hunt, etc.
Alternative Reality Games -- Lots of conceptualizing, answering questions, use of pay and cell phones. I Love Bees is the classic example.
Social Experiment -- What happens when you put a bunch of pillows in Central Park?

Specific Games:
Pacmanhattan- Washington Square Park hide and seek, ghosts chase Pacman. Players cell phone in coordinates, maze is updated, dots shown eaten.
Mogi Mogi- Cell phone triangulation, collect things.
Big Urban Game- Guiding huge balloon game pieces through city. People call and vote on where to move them.
The Beast- Done for the film A.I. Enormous sense of community.
Space Invaders- Like DDR meets the 70's arcade game Space Invaders. A person is the gunner. The screen is a building 10 stories high.
Journey to the End of the Night- A form of "zombie tag" with people wearing different bands heading to different locations, trying to chase each other for 3 full hours. Band changed, like John Carpenter Film, Escape from New York.
You are Not Here- An "urban tourism mashup" where Baghdad/NYC maps transposed to where Bryant Park and the Baghdad Zoo were in the same place. Call from this coordinate, get info on the Zoo. A scavenger hunt, to collect the most information -- educational!!
Payphone Warriors- "A game of territorial control using the forgotten payphones of NYC," most of these phones still work. "Capture" payphones by calling from each phone until you have captured all 40 of them. A great running game, like capture the flag!

Library As Ideal Big Game Setting:
My Trip to the Library- What are resources inside library?
-Each branch (Chicago, NYC, Philly, etc.)
-Spaces (territories in library: reference, fiction, etc. to "capture")
-Collections (photographs, Wright, Hemingway, etc.)
-Board (Building itself can be a big board--spy games in dark areas. Hiding places like stairwells.)
-Persistence (identity of library is strong)
-Unique identifiers (codify books, return them with information)
-Referees (librarians, workers)
-Tools (copiers, computers, WiFi)
-Display and Gallery areas (for Leader boards, etc.)

5 Ideas for Libraries:
Secret Agent- Scavenger hunt with meeting spots. Ask question in a certain spot. Avoiding detection can be built into rules so other patrons don't get annoyed. Collection codes can be altered temporarily to create within a book a winning piece. The 50th page of a certain book could lead to the next clue and next level. Levels continue to go up after each success.
Then/Now- How it was, in a local history book get a photo of now.
Rent Control- The real real estate game.
Abolish- Alternate reality game, 80% of content is in historical content.
Foreign Languages- Decipher from these collections.
Dewey's Demons- Collect creatures generated by codes.

Conclusion:
Look at the world. Give normal activities goals. Simple ways to track moves. Playtest, playtest, playtest. What can our world be? What activities can create goals?

Friday, August 10, 2007

Tournament Games for Any Occasion

Eli Neiburger. "Tournament Games for Any Occasion: Choosing the Right Games for Your Audience." Respond to patron needs by providing appropriate games.

Consider
Audience, appeal, buzz (word of mouth #1 Publicity), logistics, flexibility, victory conditions, rating, accessibility (ease of learning), hipness, angstiness, rabidity of fan-base, depth & mastery (DDR expertise levels), repeatability (some games get old).

Rankings
Gamer Dad is a good website for this.
Entertainment Software Ratings Board is another.

Benefits
-Kids: Socialization, possession, knowledge.
-Teens: Superiority, display, skill, coolness.

-20's: Mastery, depth, accessibility (bring friends), impenetrability.
-Adults: Seiousness, nostalgia, realism, accessibility.
-Parents: Redeeming value, accessibility, comprehensibility.
-Seniors: Ease of use, simplicity, skill over reflexes, realism.


Tournaments/Open Play

*keep play age on or below age level as the rating (T for Teens)*

Does not work:
RPG, action/adventure (kills socialization), sports games, simulations.

Good:
1st person shooters, fighting games, strategy

Great:

Racing games, oddball games (Wario Ware), Retro games (Midway--cheap), rhythm/music games (DDR, Guitar Hero) are the best.


Other Ideas

--Retro game night. Attract 30-somethings. Giant Space Invader for poster. Midway, Namco, Nintendo, Activision.
--Organized taxonomy of video games can be found
here.
--there are open source versions of most popular games:
Free Civilization, Ur-Quan Masters, etc.)

Supporting Culture with Creative and Participative Digital Media Learning Activities

Matt Gullett, Kelly Czarnecki, Craig Davis. "Supporting Culture with Creative and Participative Digital Media Learning Activities." We can not only support gaming, but can also enrich creativity by easily creating a game lab.

Matt Gullett

Library Laboratory -- Game lab, the one place where it coalesces. Creating, rather than merely consuming games.
Recreational gaming is a public good. Matt Gullett is working on best practices, environment for successful gaming in public libraries.

Kelly Czarnecki
Animation Station filled with great, free, tools that can travel to branches-- iMovie, garageband, iCananimate, etc.
Studio i -- for making movies, music, animation, games for free. MIT Scratch has great free tools.
Post -- YouTube, MySpace, library website all great "outlets" for work. Lake Theater?

Craig Davis
Youth Digital Arts Cyber School
If kids could create video games, would they?
If technophobic libraries could easily offer game development program, would they?

Rethink
as interactive digital art or storytelling.
Kids develop math, science, narrative skills, can make dreams come true, like Ben's Game, which a Leukemia sufferer designed to help kids with cancer "fight back."
  • Participatory culture with no age heirarchy. People win money for design.
  • Digital painting courses. Can become working artists and print and sell them.
  • Digital music. Create legal music for use in films.
  • Two room studio. Award-winning animation.
  • Gamemaker is being used at Broward County Public Library. Seems free and very, very good.
Idea: GAME LAB DAY – Have kids create video games!!

Thursday, August 9, 2007

Building A Gaming Community

Donald G. Dennis. "Building a Gaming Community and Game-Friendly Environment." Gaming is easy and inexpensive to start in the library today.

Physical
Lighting, power, ISP, ambient sound/soud isolation/doors, food, beverages--Games should be visible, secure. Keep a missing pieces bin.
--Hanging bags for games near back. Core collection right here.
--Decor. Web community, etc.

Focus
--Traditional. RPG (Role Playing Games). Electronic. Choose one.
--Be the go-to person for gamer's advisory. Choose a game of the month. Make reviews. Session reports. Podcasrs.

Back to the Book
--Choose Your Own Adventures, Lost World, RPG's SRD's (System Reference Documents), Hoyle's, Humor, Graphic Novels, Comics, Dark Tower, PVP, Knights of the Dinner Table, etc.

Activities
--game nights -tournamaents -miniconventions

Promote
--Local game groups, conventions, stores press releases, 2.0, game companies will send free stuff.

Video Game Regulation

Katherine A. Fallow "Video Game Regulation and the First Amendment."
(from Jenner & Block, which works with the ALA on the Freedom to Read Foundation)
How solid are the legal arguments against video games? Very shaky indeed.

An argument as old as time itself...
1948 Winters vs. State of NY. Laws were created to battle true crime novels---a new media appealing to the young which may "create criminals." Mostly violence is still the concern.

Constitutional Framework

Are video games protected expression? Or like baseball; are they simply conduct (actual play) or something more? Art? More than Pong?
-Content. Elaborate creative content. Message, not conduct, is governmental concern. Content based regulation, under strict scrutiny.

Compelling State Interest
-Incitement to violence -- intended to entertain, not harm.
-Thought control -- not a legitimate state interest.
-Protecting psychological well-being of minors. No: gov't must prove alleged harm & solution.

Standards Have Not Been Met
-Methodological issues (harmful play)
-Studies never show that video games have harmed players.
-Attempts to show psych. harm unsuccessful.

Narrowly Tailored
-Does legislation sweep too much material in?
-Are there plausible, less restrictive alternatives?
-awareness-raising measures (ratings) -parental controls

Void for Vagueness
-Constitution requires notice of what speech is impermissible.
-What is "human" what is "harm??" Phrases emotional, vague.
-chilling effect law wants to avoid this. A LCD/dumbing down of games, harmful to creativity.

Violent Video Games Not Obscenity
-Limited to explicit secual depictions; rejected by numerous courts.
-Ban Odyssey? Saving Private Ryan?
-Every restriction has been struck down (6 in 2 yrs.) Also in states.

Fear
-Major motivator. Movies, comics, gaming is just the next to feel the heat.
-Grand Theft Auto is the most controversial. No evidence that "realistic" violence is more "harmful" than cartoon violence, though.

Helpful Resources for Those Concerned about Video Games
The Rating System Works---AO rating keeps a game back like PG13 or X for film.
Entertainment Software Ratings Board has tools to help us fight these concerns.
Entertainment Software Association is a helpful trade association as well.
-Have teens present why they play to concerned adults. This can be enlightening.
-Stickers, "please uninstall this game when done," cover libraries legally.

Tuesday, July 31, 2007

Growing A Gaming Group.

Amy Alessio, Joe Torres, Jason Larson, Amy Tyle "Growing a Gaming Group."
Gaming works. Here are 3 local, wildly different libraries that responded to patrons to create gaming and have responded to the positivity it creates.

Amy Tyle, Homer Public Library
  • Gaming events bring in kids who otherwise did not come in, many checked out other things.Open sessions attract kids who won't do tournaments and vice-versa.
  • Change settings/levels/open up memory.
  • Buy extra equipment and test it every time. DDR Pads are $20 on ebay. Wii, lots of batteries and space needed. Some games come with remotes.
  • Tables, chairs, food, board games, leftover craft projects
  • Costs less than presenter or electronic database. Good source: Red Octane who publishes Guitar Hero.
  • Borrow, shortlist, share.
  • Publicize thru TAC, schools, posters, press releases, blog. Expand to kids, adults.
Kelly Laszczak, Orland Park Public Library
Large events, tournaments are best for big populations. 32 finalists, 70 spectators.
  • Qualifying rounds, take highest scores for tournaments (make brackets in Publisher, print on 11X17 posters).
  • 3 rounds held over 3 months. Perfect amount of time. Tried & True.
  • Keep track of scores on a spreadsheet.
  • Prizes are a must. Best buy cards, coupons for local stores, etc.
  • Chess tournaments. 2 qualifying rounds. Opponents selected at random. Earn points for wins. This can be all ages.
  • Bag-o, like horseshoes.
  • Game On -- good practice for tournaments.
  • Family DDR, Preschool game day, good use of teen volunteers.
  • SRP final game showed increase of finishing rate by 10% very first year.
  • Open play sessions any day off.
  • Friends of the Library love these events, show them that they are good to support.
  • Can rent, then show attendance and get funding that way.
  • Local charities may support this. Kiwanis for kids' programs, fit the program to the mission of the particular charity.
  • Teen writers club. For after TAC?
Amy Allesio, Schaumburg District Township Library
  • Summer board game design contest program. Cheap, easy to do. Posterboards, markers.
  • Gamestop sells used games with warranties. Gamecube $40 Ps2 $80.
  • Gamer's group began due to teen request. Only 7 per session. Stick to E through T ratings. They come for social component. Multiplayer games are best for this.
  • MySpace, blog, wiki, helps gamers interact, comment, set up groups, Flickr, 2.0, podcasting and videocasting can be done as well.
  • DeVry has gaming/design simulation. Guest speakers will come.
  • Intergenerational Wii tounrament.
  • Always play along!

Libraries, Gaming, Equity Crisis

James Paul Gee. "Libraries, Gaming, and the New Equity Crisis."
--author of What Video Games Have to Teach Us.

Learning Available on the Internet, but Not at School:
Adaptive computer-based training, dynamic multimedia, hypertext, hypermedia, interactive simulation, intelligent tutoring systems, inquiry-based info retreival, animated pedagogical agents, etc.

Gaps

-- literacy: stopped progress, yet widened after 1984. Still essential.
--applications: most kids fail, while still getting A's.
--knowledge: simply handing over technology widens gap. No mentoring in place for poor.
--tech-savvy: no fear of technology. Can use it. Necessary.
--innovation: simple jobs outsourced, school curriculum kills innovation.

Kindergarten vocabulary -- predilector for success in 4th grade and beyond. School is in academic, not everyday English. We fail to realize that kids can hate this language, can't use it.
--------Yu-Gi-Oh cards contain 3 if/then clauses. It is hard to process one. This is academic English. Kids learn this readily. Just not in school. Which makes things kids are good at hard. With 10,000 cards, there is no limit to what a kid can learn.

Learning Principles
Learning is a passion -- Lower the consequences of failure. IDEO's credo, "fail early, fail often" is good to apply. Every failure event is an opportunity to map out the maze, make progress in new ways.
Performance before competence -- Like learning English! Learn while you do. With support and help. Works in life, not in school...
Players high on agency tree -- Your choices make the game what it is. Codesign the game.
Problems are well-ordered -- Education, organic, in a way that is neither progressive or conservative. In a rich environment, be sure there is a progression, to form "right path," useful for later problems.
Cycles of challenge, consolidation, and new challenge (expertise) -- problem leads to routine mastery upon repetition. Offer new problem where old solution no longfer works. Keep ratcheting up problem, keep ratcheting up intelligence. Stay within, but at outer edge of players Regime of competence principle -- where work takes over life, a state of "flow."
**poor kids get too little practice while rich kids rarely get challenged.
----We need leaders that can think big----
Players encouraged to think about systems -- gain empathy for a complex system (Sims, ex). Give verbal information "just in time" when players need and can use it. Or "on demand" when the player asks for it.
Situate (show) associations -- the meanings of words and symbols and show how they vary across different actions, images, and dialogues. Don't just offer words for words, definitions.
Modding Attitude
--Modern games allow you to make characters, setting, equipment, etc (Civilization, Tony Hawk, etc.)

What We Must Do

  1. Change attitude towards learning! Embarrass schools into changing. Schools produce serviceworkers; 3/5 of us, according to former Secretary of State Robert Reich's book.
  2. Change attitude towards learning! Games don't have to be educational to educate.
  3. Change attitude towards learning! Kids always say they learn more at home than at school, when they're privileged enough to have access.
  4. Change attitude towards failure! Failure is a judgment on the game according to a kid, this is a healthy attitude. Failure in school is on their part? Middle class kids are starting to fail out for the first time.
  5. Follow new models! ARMY trains by games, for everything. The kids they get are the ones school faild with. We need new forms of learning. Anime culture leads some kids to learn Japanese! Literacy, art, drawing, environment linked here -- supermulticultural.
  6. Takes 10 years to become an expert, conventional wisdom. Start today!

The Payoff: Up Close and Personal

Eli Neiburger, "The Payoff, Up Close and Personal." July 22, 2:30 PM.

Gaming can provide a huge payoff for the investment of pizza, manhours, etc. We can borrow equipment, but it's best to own some in order to facilitate more players.
Ann Arbor District Library (Ann Arbor, MI) has shown results:

  • Year one it cost $10,000. Year 2, $5,000. 3, $6,000. 4, $7,000. It has been rising due to prestige and need to keep prizes at same level.
Gamers are a larger part of service population than readers.

  • Average age: 33.
  • 94% are between ages 18-49.
  • 80% vote.
Clearing Up Misperceptions:

  • Adult women actually game more often than teenage boys. If there is a knitting program, why no gaming program?
  • Market opening even more. Wii is opening up the market to boomers and seniors that may not be able to throw a 12 lb. bowling ball anymore.
  • All ages game. Adult-child teams can be very popular.
  • Some of the best players have learned at the library.
  • We can be dispenser, rather than detractor of "cred" and overcome library stigma.
  • Those who have no success in sports due to physical shape, awkwardness can be a success in something big. Helps bring people out of their shells.

Is about conversations through the content, whether it is Mario Kart or Sneetches. Games already exist in our library. Summer Reading Program is a game.

AADL Gamers blog has generated 10,200 comments. One comments attests to the fact that "there is life left in the library." Useful for attitude, changing program, auditioning commentators for events, etc.

Positive Interactions with Staff -- nonpedantic. Peer pressure exists to play by the rules, rather than break rules, as usual. (Don't mix in career day to destroy the spell).
Staff must buy in. IT, managers, maintenance. Otherwise, it won't work.

Can make national leaderboards by using AADL's system here. Software development here. Perhaps synchronized tournament days with online finals where libraries could face off. National marketing and sponsorship opportunities.

Broadcast to cable access. This can become huge. Payoff: proving relevance to an audience that would never otherwise see it. Eli is open for contact eli at aadl.org.

Current State of Gaming in Libraries

Scott Nicholson "Who Else is Playing? The current state of Gaming in Libraries." 7/22/07 2:30 PM. Head of Library Game Lab "exploring the intersection of gaming and libraries." And Board Games with Scott.

ludology
-- the study of games and play, using science to understand phenomenon. The spectrum: cards, dance pads, online puzzles, Dungeons & Dragons, etc. Lack of basic research as pertained to libraries, who know best practices from experience.

Do libraries support gaming? What types? Circulate games? Programming?
Tons of statistics, most notable: 77% reported the reputation of the library improved among participants. 76% came back for other non-gaming functions. 74% brought friends.

Library gamelab nexus has not started yet, about a year out. seems like it will be a great resource for those who don't feel like they have a gaming-supporting library environment. Findable somewhere through this page.
IST 600, class on gaming will be taught here as well.

Cool idea: gaming evenings, families go from table to table playing different games that are already set up for use.

White paper accessible here.

Games, Media Literacy, and Participatory Culture

Henry Jenkins "What Librarians Need to Know about Games, Media Literacy, and Participatory Culture" from ALA Techsource Gaming, Learning and Libraries Symposium 7/22/07 1:30 PM

Participatory culture - Harry Potter's extensive inclusiveness embodies this.
Game - Powerful technology, can engage people in anything, even political process. Modern version of the power of a "good book." Real learning takes place. Changes the way people think about learning. One can learn the logic, for example, of a historical process and it will stick in a way facts won't...and can't. A good librarian can help open up this process.
Referenced: Mary Louise Pratt's Art of the Impact Zone
Similar efforts: NBC's iCue is an in-progress as of this writing initiative to see what kind of learning is happening through games.
  • Spelling Bee -- This ends. No process
  • Scrabble -- Learning throughout entire game. Engaging. Far superior.
Gaming -- informal learning, part of a pedagogy of multiliteracies
  • 57% of teens are media creators
  • 33% share
  • 22% have home pages
  • 19% blog
  • 19% remix
Proportionally shrinking from most to least: urban, suburban, then rural kids are engaged in this process. Librarians can bridge this gap. Creating a...

Participatory culture -- with low barriers to artistic expression and civic engagement.
  • Strong support for creating & sharing
  • Members feel their contribution matters
  • Informal Mentorship
  • Social connection between members.
Generations learn from each other -- Internet one of the only places this exchange can realistically take place.

Participation gap -- digital divide is taken care of (except for Native American). The new divide is between kids with 24/7 connectivity and those who can only use a computer in school or the library, can't download, and deal with filtering. These kids are more likely to believe advertising because only have a few minutes to look over information. Less media literacy.
Transparency problem -- When there is no critical perspective on media.
Ethics problem -- LiveJournal is used mostly by 17-19. No one to help with thinking about ethics, thinking, perspective. Is this safe?

Students Need to know these things:

Traditional print literacy -- how to be a person.
Research skills -- to collect and process information.
Technical skills -- coding, computing, not just keyboarding.
Media literacy -- understanding is essential to surviving and thriving.
Play -- capacity to experiment with your surroundings as a form of problem solving.
Simulation -- ability to interpret & construct dynamic models of real world processes (Zoo Tycoon, Sim City, etc.)
Performance -- ability to adopt alternative identities for the purposes of improvisation & *discovery*.
Appropriation -- ability to meaningfully sample & remix media content. Homer mashed up stories into The Odyssey. Incarcerated street kids redid Moby Dick with giant white drug cartel. Big games. Teaching future skills.
Multitasking -- ability to scan one's environment and shift focus onto salient details on an ad-hoc basis.
Distributed cognition -- ability to interact meaningfully with tools which expand our mental capacities.
Collective intelligence -- ability to pool knowledge and compare notes with others towards a common goal.
Judgment -- ability to evaluate reliability and credibility of different knowledge sources.
Transmedia navigation -- ability to deal with the flow of info and stories across multiple modalities (Pokemon has cards, TV show, film, etc.) where density of structure can be vast.
Networking -- ability to search for, synthesize, and disseminate information.
Negotiation -- ability to trace across diverse communities discerning and respecting multiple perspectives and grasping and following alternative sets of norms.
Librarian: information facilitator vs. simply an archivist. We shape access to network skills, are technology experts who help kids bridge gaps and get information. Goal:
Participatory culture -- we are the hub for home schoolers and everyone else willing and interested in learning.

Wednesday, July 25, 2007

Gaming Learning and Libraries Symposium

Overarching thoughts:

-Games as programs are good and natural (Summer Reading Program, chess, and so on). Games as a service is ideal and the normal end result, ensuing an increase in overall library usage, most notably including reference questions.

-Games are educational without having to be "educational." People, average age 33, learn:
  • Problem-solving skills.

  • How to work within a team setting, proper socialization.

  • Creativity, as they design characters, etc.

  • Economics, as they purchase and sell in virtual marketplace.

  • Much more!
-While traditional literacy is still essential, gaming seems to be a very sophisticated form of literacy, perhaps part of media literacy. It will become increasingly crucial for libraries to stay on top of gaming if we want to attract our missing 80% (as other successful programs, such as the one in Charlotte Mecklenburg County (no. 12 below) remain that relevant "third place."

1.) Henry Jenkins "What Librarians Need to Know about Games, Media Literacy, and Participatory Culture" from ALA Techsource Gaming, Learning and Libraries Symposium
Play is the capacity to experiment with your surroundings as a form of problem solving. Media literacy, logical process, skills, necessary for us as information facilitators rather than gatekeepers to bridge that participatory gap.

2.) Scott Nicholson "Who Else is Playing? The current state of Gaming in Libraries." Head of Library Game Lab "exploring the intersection of gaming and libraries." And Board Games with Scott. Inspiring findings that most libraries do support gaming of some kind. There is no reason not to game in some way at the library. Nicholson's excellent survey supports this.

3.) Eli Neiburger, "The Payoff, Up Close and Personal." Gaming works. Gaming can provide a huge payoff for the investment of pizza, manhours, etc. Ann Arbor District Library's inspiring tournaments are a model of success.

Discusses the participatory gap, how kids are being taught to pass, but not succeed in life and how we, as facilitators, can make a difference by encouraging active play.

5.) Amy Alessio, Joe Torres, Jason Larson, Amy Tyle "Growing a Gaming Group." Gaming works. Here are 3 local, wildly different libraries that responded to patrons to create gaming and have responded to the positivity it creates.

6.) Katherine A. Fallow "Video Game Regulation and the First Amendment."
(from Jenner & Block, which works with the ALA on the Freedom to Read Foundation)
How solid are the legal arguments against video games? Very shaky indeed.

7.) Donald G. Dennis. "Building a Gaming Community and Game-Friendly Environment." Gaming is easy and inexpensive to start in the library today.

8.) Matt Gullett, Kelly Czarnecki, Craig Davis. "Supporting Culture with Creative and Participative Digital Media Learning Activities." We can not only support gaming, but can also enrich creativity by easily creating a game lab.

9.) Eli Neiburger. "Tournament Games for Any Occasion: Choosing the Right Games for Your Audience." Respond to patron needs by providing appropriate games.

10.) Greg Trefry. "Big Fun, Big Learning. Transforming the World through Play."
We can cheaply and easily run throughout our library and town engaging patrons in enriching and community-building activities.

11.) Beth Galloway. "Digital Downloads for Gamers."
We can build an excellent "core collection" of video games, many free, from an expert on them.

12.) Martin House, Mark Englebecht. "Gaming for Adults."
Public Library of Charlotte & Mecklenburg County used LSTA grant funds to start a program that became so successful that it became a service attracting nontraditional library patrons, increasing usage, most notably reference.

13.) Thom Kevin Gillespie. "Why Serious Gaming Shouldn't Be Taken Seriously."
Not only can gamers play, they can create...and for free. All we need are the machines for this increasingly marketable skill.

14.) Elizabeth Lane Lawley. "Gaming without Borders: Gaming Beyond Consoles and Screens."
RIT Lab for Social Computing. Gaming is a serious skill that helps people grow. Libraries are behind the times. We must catch up.