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Video Games, Literacy, and Strategies LIBRARY GOT GAME Maggie Hommel Park Ridge Public Library mhommel@prpl.org
Why Video Games?
Why Video Games? Sixty-eight percent of American households play computer or video games. Entertainment Software Association (2010)
Why Video Games? 97% of teens ages 12-17 play computer, web, portable, or console games.  PEW Research (2008)
Why Video Games? Did you Know…  Average gamer is 35 years old and has been playing for 12 years. Average game purchaser is 39 years old. 40% of game players are women.  Source: Entertainment  Software Association
Why Video Games? Industry Comparison - 2008
Why Video Games?
Face-to-Face and Board Games http://sls.gvboces.org/gaming
School Standards www.ala.org/aasl/standards http://www.p21.org/ Partnership for 21st Century Skills Framework
Concerns: Violence
Concerns
Concerns: Violence Violence “No Strong Link Seen Between Violent Video Games and Aggression.”Science Daily. 12 Aug 2005. “How Violent Video Games Are Exemplary Aggression Teachers.”Science Daily. 14 Nov 2007.
Concerns: Violence Exemplary Aggression Teachers Article: Video games use the same techniques that really great teachers use motivate learners to persevere in learning and mastering skills to navigate through complex problems and changing environments
Concerns: Violence www.commonsensemedia.org www.esrb.com
Concerns: Addiction
Concerns: Addiction “Made for Addiction” (Chapter 4) Driving Forces: 	#1: Beating the Game 	#2: Competition 	#3: Mastery 	#4: Exploration 	#5: Scoring High 	#6: Story-Driven Play 	#7: Relationships
Video Games as Bait Loss Leaders?
Video Games & Learning
Taking Play Seriously What Makes a Game? Fun Winning & Losing Rules
Taking Play Seriously Play = central part of brain growth and development Problem solving, practice Adapting to an ever-                                               changing environment Henig, Robin Marantz.  “Taking Play Seriously.” New York Times Magazine. 17 Feb 2008
Video Games and Learning Video Games Are Not Novels
Video Games and Learning Everything Bad is Good For You / Johnson
Video Games and Learning Marc Prensky			James Paul Gee MIT Media Lab http://www.media.mit.edu/ G+L+S http://www.gameslearningsociety.org/ MacArthur Fnd. http://digitallearning.macfound.org
Video Games and Learning Simple vs. Complex Games
Video Games and Learning Content vs. Process 2187 37 3 x 3 x 3 x 3 x 3 x 3 x 3
Video Games and Learning Situated Meaning
Video Games and Learning New Identities
Video Games and Learning Motivation
Video Games and Learning Practice
Gaming @ the Library
Gaming @ the Library
Gaming @ the Library Social Runescape Party
Gaming @ the Library Physical
Gaming @ the Library Competitive
Gaming @ the Library All Ages
Gaming @ the Library Creative
Gaming @ the Library  Game Design www.gamemakeracademy.org
Gaming @ the Library  Game Design  http://scratch.mit.edu
Gaming @ the Library  Game Design  www.alice.org
Gaming @ the Library Keys to Success: Talk to your patrons Act quickly Be responsive Be creative
Let’s Play!
Crayon Physics  (Puzzle) www.crayonphysics.com
Independent Games Festival http://www.igf.com
Spore  Spore Creature Creator http://www.spore.com
HP & the Half-Blood Prince http://www.youtube.com/watch?v=G3EIz9LIYz4&feature=related
Grand Ages: Rome (Content) http://www.youtube.com/watch?v=BMKYNfKPcOM&feature=related
Uncharted 2 (Cliffhanger) http://www.youtube.com/watch?v=69EBDlnDw2k
Final Fantasy XIII  (Story) http://www.youtube.com/watch?v=jXv9DixV_Fo
Parting Ideas Give access to games on computers, in collection, etc. Use games as starting point for other creative programming Listen to patrons & what they are interested in Play!
For slides & sources: http://www.slideshare.net/magpie984
Thank you! Maggie Hommel Reader Services Manager Park Ridge Public Library mhommel@prpl.org

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