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GAMING AND IMPLICATIONS FOR
LIBRARIES
LIBRARY AND GAMES
   Due to interest, I decided to
    tweak the topic a little and
    focus video and computer
    games in libraries
   For the record gaming in
    libraries can include a
    number of things including
    board games, traditional
    games (I am not really sure
    what this means), physical
    games (I guess like
    dodgeball and sharks and
    minnow – no clue how to
    play this in a
    library), summer
    reading, card games, and
    roleplaying games
LIBRARY AND GAMES
   Why it works for libraries
     Focus on educational value as she shows how these
      ―cognitive workouts‖ are proven to enhance the
      development of learning and literacy skills.
     Get insights into the social value of gaming—an activity
      that cuts across age, socioeconomic groups, gender,
      and technical know-how
     Learn how other libraries, with creative planning and
      little money, have incorporated gaming services for a big
      return on investment.
LIBRARIES AND GAMES
   Some facts
     7 out of 10 public libraries support gaming
     4 out of 10 public libraries run gaming programs
     Console and computer games account for a third of
      gaming programs
     82% of libraries allow patrons to play games on the
      computer
LIBRARIES AND GAMES
   Libraries have a lot of
    options for their size
    and funding
     Game consoles like
      Playstation3, XBOX
      360, and Wii
     MMOs like Second
      Life, and WoW
     Computer based
      games like the Sims
LIBRARIES AND GAMES
   Bringing in games into
    libraries can increase
    demographics because it
    crosses gender lines and
    it crosses age lines
       Women over the age of 40
        are more likely to play
        online games than other
        demographics
   Can increase literacy and
    education rates
LIBRARIES AND GAMES – CARVERS
BRANCH LIBRARY IN RURAL SOUTH
CAROLINA
LIBRARIES AND GAMES – WOW
INFOISLAND
LIBRARIES AND GAMES – SOME MORE OPTIONS
   Incorporate games that supplement or aid in the school curriculum
        Social studies – SimCity
        Music and performing arts – Just Dance
        Math and logic – Portal
        Different cultures - Okami
        Some other games that support curriculum but might have opposition for the public are
             Greek mythology – God of war
             Literature – Devil May Cry
   Offer prizes
        Doesn’t always have to be money oriented
             Hall of Fame
             Teaching gaming to inexperienced or younger patrons
             Interview in newsletter or other forms of public relations
   Provide different levels and types so as not to alienated those
    who are less experienced or are not into a certain genre of
    video games
WORKS CITED
•   http://boardgameswithscott.com/pulse2007.pdf
•   http://www.ala.org/Template.cfm?Section=archive&templat
    e=/contentmanagement/contentdisplay.cfm&ContentID=14
    2608
•   http://www.webjunction.org/lotm/articles/content/443418
•   http://www.escapistmagazine.com/articles/view/issues/issu
    e_99/551-Dewey-Decimals-and-Dance-Dance-Revolution

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Gaming in the Libraries

  • 1. GAMING AND IMPLICATIONS FOR LIBRARIES
  • 2. LIBRARY AND GAMES  Due to interest, I decided to tweak the topic a little and focus video and computer games in libraries  For the record gaming in libraries can include a number of things including board games, traditional games (I am not really sure what this means), physical games (I guess like dodgeball and sharks and minnow – no clue how to play this in a library), summer reading, card games, and roleplaying games
  • 3. LIBRARY AND GAMES  Why it works for libraries  Focus on educational value as she shows how these ―cognitive workouts‖ are proven to enhance the development of learning and literacy skills.  Get insights into the social value of gaming—an activity that cuts across age, socioeconomic groups, gender, and technical know-how  Learn how other libraries, with creative planning and little money, have incorporated gaming services for a big return on investment.
  • 4. LIBRARIES AND GAMES  Some facts  7 out of 10 public libraries support gaming  4 out of 10 public libraries run gaming programs  Console and computer games account for a third of gaming programs  82% of libraries allow patrons to play games on the computer
  • 5. LIBRARIES AND GAMES  Libraries have a lot of options for their size and funding  Game consoles like Playstation3, XBOX 360, and Wii  MMOs like Second Life, and WoW  Computer based games like the Sims
  • 6. LIBRARIES AND GAMES  Bringing in games into libraries can increase demographics because it crosses gender lines and it crosses age lines  Women over the age of 40 are more likely to play online games than other demographics  Can increase literacy and education rates
  • 7. LIBRARIES AND GAMES – CARVERS BRANCH LIBRARY IN RURAL SOUTH CAROLINA
  • 8. LIBRARIES AND GAMES – WOW INFOISLAND
  • 9. LIBRARIES AND GAMES – SOME MORE OPTIONS  Incorporate games that supplement or aid in the school curriculum  Social studies – SimCity  Music and performing arts – Just Dance  Math and logic – Portal  Different cultures - Okami  Some other games that support curriculum but might have opposition for the public are  Greek mythology – God of war  Literature – Devil May Cry  Offer prizes  Doesn’t always have to be money oriented  Hall of Fame  Teaching gaming to inexperienced or younger patrons  Interview in newsletter or other forms of public relations  Provide different levels and types so as not to alienated those who are less experienced or are not into a certain genre of video games
  • 10. WORKS CITED • http://boardgameswithscott.com/pulse2007.pdf • http://www.ala.org/Template.cfm?Section=archive&templat e=/contentmanagement/contentdisplay.cfm&ContentID=14 2608 • http://www.webjunction.org/lotm/articles/content/443418 • http://www.escapistmagazine.com/articles/view/issues/issu e_99/551-Dewey-Decimals-and-Dance-Dance-Revolution