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:
-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.
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.
4.) James Paul Gee. "Libraries, Gaming, and the New Equity Crisis." --author of What Video Games Have to Teach Us.
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.
No comments:
Post a Comment