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Videogames at the Library?!
          Using Games as Learning Tools




                                              Alice J. Robison, PhD
                                          Massachusetts Institute of Technology
                                                                alicerobison.org
                                                                    ajr@mit.edu

Tuesday, May 27, 2008                                                              1
photo of Eli Neiburger via Jenny Levine




             How many of you are gamers?

Tuesday, May 27, 2008                                             2
Define “Gamer”

               • 90 million gamers up to age 35
               • 77 million baby boomers--retirees largest growing
                        segment of gamers

               • 2003 Pew Internet study of college student
                        gamers--70% play once in a while, 65% play
                        regularly

               • Average gamer age is 31-33
                                            the entertainment software association; pew internet & american life project




Tuesday, May 27, 2008                                                                                                      3
Games are
              Changing
             Music & Rhythm
          Movement-Based (Wii)
       Casual Games (Flash-based)
        Sports Games (best-sellers)
         Strategy Games (chess?)
      Literature-themed (narratives)



Tuesday, May 27, 2008                  4
Where do Gamers Play?

               • Home
               • Hospitals
               • School
               • Online
               • Offline
               • Libraries!

Tuesday, May 27, 2008                5
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
       considered media creators.
                        22% have their own homepages
                          55% protect their personal information online

 33% share what they create online with others

         32% report they’ve
                                              85% use Facebook
            experienced                  if available on their campus
          “cyberbullying”
                        19% blog and 19% remix content they find online

           55% use online social networking regularly

Tuesday, May 27, 2008                                                     6
Tuesday, May 27, 2008   7
This isn’t Just About Technology
               technical stuff: we can now use cool stuff to do the
               same kinds of things we have previously known; a
               “physical-industrial” mindset--individualized,
               enclosed, product-centered, hierarchical


               ethos stuff: co-existence of physical space and
               cyberspace; a “cyberspatial, post-industrial”
               mindset--collective, distributed, decentered, process-
               focused, change-based
                                         Lankshear & Knobel, 2006; Jenkins, et. al, 2006




Tuesday, May 27, 2008                                                                      8
Good Games Can Be
                                Good for Learning
               •        Gamers see themselves as heroes on quests; series of ever-increasing
                        puzzles and problems

               •        They work toward an end-goal, a quantifiable outcome (school-like)

               •        They are willing to experiment and keep trying, to fix things, take
                        risks, failure is part of the objective

               •        They learn to see the world as a designed space, as a series of
                        systems

               •        They are willing to seek expertise and ask for help--also willing to
                        share expertise, tutor others

               •        Collaboration is crucial with both problem-solving and execution

               •        Thrive at fast decision-making and know how to prioritize

               •        Are good at multitasking and continuous partial attention
Tuesday, May 27, 2008                                                                          9
What Do Gamers Learn?
               • See themselves as heroes
                    on a quest, identify with
                    protagonists

               • Experimental identities,
                    strategies, solutions (guitar
                    player, drummer)

               • Low-risk testing of living
                    in an immersive space,
                    role-playing (a bee in a
                    bee’s world)
                                                    flickr.com/photos/foreverdigital




Tuesday, May 27, 2008                                                                  10
What Do Gamers Learn?
                • Real-time, immediate
                        assessment and visual
                        feedback

                • They work toward an end-
                        goal, a quantifiable
                        outcome (school-like)

                • They are willing to
                        experiment and keep
                        trying, to fix things, take
                        risks, failure is part of the
                                                        flickr.com/photos/conexaogamer
                        objective




Tuesday, May 27, 2008                                                                    11
What Do Gamers Learn?
                                                                     •   They learn to see
                                                                         the world as a
                                                                         designed space, as
                                                                         a series of systems


                                                                     •   Can synthesize
                                                                         both macro- and
                                                                         micro-data in order
                                                                         for quick analysis


                                                                     •   Are good at
                                                                         multitasking and
                                                                         continuous partial
                                                                         attention

               Phase by Harmonix Studios, Cambridge, Massachusetts


Tuesday, May 27, 2008                                                                          12
What Do Gamers Learn?

               • They are willing to seek
                    expertise and ask for help--
                    also willing to share expertise,
                    tutor others (forums, boards)

               • Collaboration is crucial with
                    both problem-solving and
                    execution (guilds)

               • Thrive at fast decision-
                    making and know how to
                    prioritize in order to work
                    collectively toward a goal.



Tuesday, May 27, 2008                                  13
What Do Gamers Learn?
                 Collaborative gameplay as
                 a designed objective:

                    • collective intelligence
                    • building networks of
                        trust

                    • ad-hoc committees,
                        cooperation

                    •   synthesis of ideas
                                                photo: josh bancroft via flickr.com




Tuesday, May 27, 2008                                                                 14
Good Games Can Be
                                Good for Learning
               •        Gamers see themselves as heroes on quests; series of ever-increasing
                        puzzles and problems

               •        They work toward an end-goal, a quantifiable outcome (school-like)

               •        They are willing to experiment and keep trying, to fix things, take
                        risks, failure is part of the objective

               •        They learn to see the world as a designed space, as a series of
                        systems

               •        They are willing to seek expertise and ask for help--also willing to
                        share expertise, tutor others

               •        Collaboration is crucial with both problem-solving and execution

               •        Thrive at fast decision-making and know how to prioritize

               •        Are good at multitasking and continuous partial attention
Tuesday, May 27, 2008                                                                          15
information
     literacy->
     gaming literacy
          identity play
          affiliations
          affinity spaces
          collaborative problem-solving
          circulating information & data
          surfing with others



Tuesday, May 27, 2008                      16
What do we mean by “literacies?”
            encoded texts that can be retrieved, worked
             with, and made available independent of
              the physical presence of another person
                                    (Lankshear & Knobel, 2006 - newliteracies.com)




Tuesday, May 27, 2008                                                                17
What do we mean by “new literacies?”
            blogging, fanfic writing, manga-producing,
              meme-ing, photoshopping, podcasting,
                  vodcasting, gaming, html-ing
                                   (Lankshear & Knobel, 2006 - newliteracies.com)




Tuesday, May 27, 2008                                                               18
newest gamer cultures




                 http://apps.facebook.com/friendwheel             negatendo.net


Tuesday, May 27, 2008                                                             19
online social
    networks




                        xkcd.com
Tuesday, May 27, 2008              20
alternate reality games




Tuesday, May 27, 2008                             21
passive gaming
                                   PMOG “adds an element
                                   of score-keeping, gentle
                                   competition, cooperation
                                   and self-reflection
                                   through scorekeeping
                                   and game dynamics
                                   added to web-
                                   browsing” (Justin Hall, 2007)

                                   It opens our eyes to what
                                   the web really holds, to
                                   expand our grasp of
                                   meaning-making
                                   experiences with the web


                        pmog.com
Tuesday, May 27, 2008                                              22
Diner Dash, gamelab.com/game/diner_dash

Tuesday, May 27, 2008                                      23
“Gamers...in the Library?”
                                                   --Eli Neiburger

                        “WHY?! For the love of dear old Melville
                        Dewey, why would we take our hallowed
                        houses of learning and sully them with these
                        vile, prurient, mind-rotting entertainments?
                        Well, it’s a fair question, so long as you
                        remember that they were saying exactly the
                        same thing about Pride and Prejudice not that
                        long ago. Minus the Dewey part, of course.”



Tuesday, May 27, 2008                                                   24
“Gamers...in the Library?”
                                                    --Eli Neiburger

                        “We’ve also learned that content is not just
                        about text, and that media doesn’t have to be
                        socially redeeming, or even any good, for our
                        patrons to want to consume it....
                        ...If we were supposed to restrict ourselves to
                        offering materials with purely redeeming
                        social qualities and educational value, we’d
                        have to throw out half the collection.”



Tuesday, May 27, 2008                                                     25
Gaming Literacy Ethos
               • Kodak Picture Gallery -->   • stickiness--> syndication
                  Flickr                     • demographics--> identity
               • Britannica Online -->         play
                 Wikipedia                   • developer-written-->
               • personal websites -->         players co-writing
                 blogging                    • individual competencies
               • evite -->upcoming.org         --> collaborative questing
               • publishing-->               • value dependent on
                 participation                   scarcity of products-->
               • content management              value dependent on
                 systems --> wikis               behavior choices
               • directories (taxonomy)-->   •   surfing alone--> surfing
                    tagging (quot;folksonomyquot;)       with others



Tuesday, May 27, 2008                                                       26
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, etc., or you
                 have no reference for it?
               • You don’t know how to visualize data, problem-
                 solve with others, know how to think with systems
               • You don’t know how to interact online and socialize
                 in games, virtual worlds, or interactive sites?
               • You don’t know how to present yourself online?


Tuesday, May 27, 2008                                                  27
Adopt the Ethos of
                        Gaming Literacies
                  Use design principles of good games
                    • Low-risk opportunities for failure
                    • Encourage design-system thinking
                    • Reappropriate, circulate, visualize data
                    • Legitimate peripheral participation
                    • Don’t erase judgment, ethical decision-making
                    • Problem-based learning
                    • Information literacy
                    • Go outside the game: transmedia, fan cultures
                    • Identity play
                    • Affinity spaces
                  PLAY GAMES--failure is part of the game, remember?


Tuesday, May 27, 2008                                                  28
References, Further Reading

                  •     “Meet the Gamers” -- Squire & Steinkuehler,
                        Libraryjournal.com, 2005
                  •     Gaming and Libraries: Intersection of Services-- Jenny
                        Levine, ALA (theshiftedlibrarian.com)
                  •     Henry Jenkins’ ALA Keynote (TechSource, Gaming,
                        Learning, and Libraries Symposium), 2007
                  •     What Video Games Have to Teach Us about Learning and
                        Literacy-- James Paul Gee (2003)
                  •     Got Game: How the Gamer Generation is Reshaping
                        Business Forever-- Beck & Wade (2005)
                  •     How Computer Games Help Children Learn-- David
                        Williamson Shaffer (2006)




Tuesday, May 27, 2008                                                            29
References, Further Reading

                  •     http://del.icio.us/ajrobison/calc08
                  •     Bibliographic Gaming-- bibliogaming.blogspot.com
                  •     Game On: Games in Libraries--
                        libgaming.blogspot.com
                  •     Pop Goes the Library--popgoesthelibrary.com
                  •     http://www.eye4youalliance.youthtech.info/
                  •     Global Kids Digital Media Initiative (NYC)--
                        holymeatballs.org
                  •     Project New Media Literacies (MIT): projectnml.org
                  •     Goodplay Project (Harvard): goodworkproject.org/
                        research/digital.htm



Tuesday, May 27, 2008                                                        30
Videogames at the Library?!
          Using Games as Learning Tools




                                              Alice J. Robison, PhD
                                          Massachusetts Institute of Technology
                                                                alicerobison.org
                                                                    ajr@mit.edu

Tuesday, May 27, 2008                                                              31

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CALC Keynote 2008

  • 1. Videogames at the Library?! Using Games as Learning Tools Alice J. Robison, PhD Massachusetts Institute of Technology alicerobison.org ajr@mit.edu Tuesday, May 27, 2008 1
  • 2. photo of Eli Neiburger via Jenny Levine How many of you are gamers? Tuesday, May 27, 2008 2
  • 3. Define “Gamer” • 90 million gamers up to age 35 • 77 million baby boomers--retirees largest growing segment of gamers • 2003 Pew Internet study of college student gamers--70% play once in a while, 65% play regularly • Average gamer age is 31-33 the entertainment software association; pew internet & american life project Tuesday, May 27, 2008 3
  • 4. Games are Changing Music & Rhythm Movement-Based (Wii) Casual Games (Flash-based) Sports Games (best-sellers) Strategy Games (chess?) Literature-themed (narratives) Tuesday, May 27, 2008 4
  • 5. Where do Gamers Play? • Home • Hospitals • School • Online • Offline • Libraries! Tuesday, May 27, 2008 5
  • 6. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Tuesday, May 27, 2008 6
  • 8. This isn’t Just About Technology technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical ethos stuff: co-existence of physical space and cyberspace; a “cyberspatial, post-industrial” mindset--collective, distributed, decentered, process- focused, change-based Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Tuesday, May 27, 2008 8
  • 9. Good Games Can Be Good for Learning • Gamers see themselves as heroes on quests; series of ever-increasing puzzles and problems • They work toward an end-goal, a quantifiable outcome (school-like) • They are willing to experiment and keep trying, to fix things, take risks, failure is part of the objective • They learn to see the world as a designed space, as a series of systems • They are willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution • Thrive at fast decision-making and know how to prioritize • Are good at multitasking and continuous partial attention Tuesday, May 27, 2008 9
  • 10. What Do Gamers Learn? • See themselves as heroes on a quest, identify with protagonists • Experimental identities, strategies, solutions (guitar player, drummer) • Low-risk testing of living in an immersive space, role-playing (a bee in a bee’s world) flickr.com/photos/foreverdigital Tuesday, May 27, 2008 10
  • 11. What Do Gamers Learn? • Real-time, immediate assessment and visual feedback • They work toward an end- goal, a quantifiable outcome (school-like) • They are willing to experiment and keep trying, to fix things, take risks, failure is part of the flickr.com/photos/conexaogamer objective Tuesday, May 27, 2008 11
  • 12. What Do Gamers Learn? • They learn to see the world as a designed space, as a series of systems • Can synthesize both macro- and micro-data in order for quick analysis • Are good at multitasking and continuous partial attention Phase by Harmonix Studios, Cambridge, Massachusetts Tuesday, May 27, 2008 12
  • 13. What Do Gamers Learn? • They are willing to seek expertise and ask for help-- also willing to share expertise, tutor others (forums, boards) • Collaboration is crucial with both problem-solving and execution (guilds) • Thrive at fast decision- making and know how to prioritize in order to work collectively toward a goal. Tuesday, May 27, 2008 13
  • 14. What Do Gamers Learn? Collaborative gameplay as a designed objective: • collective intelligence • building networks of trust • ad-hoc committees, cooperation • synthesis of ideas photo: josh bancroft via flickr.com Tuesday, May 27, 2008 14
  • 15. Good Games Can Be Good for Learning • Gamers see themselves as heroes on quests; series of ever-increasing puzzles and problems • They work toward an end-goal, a quantifiable outcome (school-like) • They are willing to experiment and keep trying, to fix things, take risks, failure is part of the objective • They learn to see the world as a designed space, as a series of systems • They are willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution • Thrive at fast decision-making and know how to prioritize • Are good at multitasking and continuous partial attention Tuesday, May 27, 2008 15
  • 16. information literacy-> gaming literacy identity play affiliations affinity spaces collaborative problem-solving circulating information & data surfing with others Tuesday, May 27, 2008 16
  • 17. What do we mean by “literacies?” encoded texts that can be retrieved, worked with, and made available independent of the physical presence of another person (Lankshear & Knobel, 2006 - newliteracies.com) Tuesday, May 27, 2008 17
  • 18. What do we mean by “new literacies?” blogging, fanfic writing, manga-producing, meme-ing, photoshopping, podcasting, vodcasting, gaming, html-ing (Lankshear & Knobel, 2006 - newliteracies.com) Tuesday, May 27, 2008 18
  • 19. newest gamer cultures http://apps.facebook.com/friendwheel negatendo.net Tuesday, May 27, 2008 19
  • 20. online social networks xkcd.com Tuesday, May 27, 2008 20
  • 22. passive gaming PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) It opens our eyes to what the web really holds, to expand our grasp of meaning-making experiences with the web pmog.com Tuesday, May 27, 2008 22
  • 24. “Gamers...in the Library?” --Eli Neiburger “WHY?! For the love of dear old Melville Dewey, why would we take our hallowed houses of learning and sully them with these vile, prurient, mind-rotting entertainments? Well, it’s a fair question, so long as you remember that they were saying exactly the same thing about Pride and Prejudice not that long ago. Minus the Dewey part, of course.” Tuesday, May 27, 2008 24
  • 25. “Gamers...in the Library?” --Eli Neiburger “We’ve also learned that content is not just about text, and that media doesn’t have to be socially redeeming, or even any good, for our patrons to want to consume it.... ...If we were supposed to restrict ourselves to offering materials with purely redeeming social qualities and educational value, we’d have to throw out half the collection.” Tuesday, May 27, 2008 25
  • 26. Gaming Literacy Ethos • Kodak Picture Gallery --> • stickiness--> syndication Flickr • demographics--> identity • Britannica Online --> play Wikipedia • developer-written--> • personal websites --> players co-writing blogging • individual competencies • evite -->upcoming.org --> collaborative questing • publishing--> • value dependent on participation scarcity of products--> • content management value dependent on systems --> wikis behavior choices • directories (taxonomy)--> • surfing alone--> surfing tagging (quot;folksonomyquot;) with others Tuesday, May 27, 2008 26
  • 27. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? • You don’t know how to visualize data, problem- solve with others, know how to think with systems • You don’t know how to interact online and socialize in games, virtual worlds, or interactive sites? • You don’t know how to present yourself online? Tuesday, May 27, 2008 27
  • 28. Adopt the Ethos of Gaming Literacies Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures • Identity play • Affinity spaces PLAY GAMES--failure is part of the game, remember? Tuesday, May 27, 2008 28
  • 29. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) • Henry Jenkins’ ALA Keynote (TechSource, Gaming, Learning, and Libraries Symposium), 2007 • What Video Games Have to Teach Us about Learning and Literacy-- James Paul Gee (2003) • Got Game: How the Gamer Generation is Reshaping Business Forever-- Beck & Wade (2005) • How Computer Games Help Children Learn-- David Williamson Shaffer (2006) Tuesday, May 27, 2008 29
  • 30. References, Further Reading • http://del.icio.us/ajrobison/calc08 • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ • Global Kids Digital Media Initiative (NYC)-- holymeatballs.org • Project New Media Literacies (MIT): projectnml.org • Goodplay Project (Harvard): goodworkproject.org/ research/digital.htm Tuesday, May 27, 2008 30
  • 31. Videogames at the Library?! Using Games as Learning Tools Alice J. Robison, PhD Massachusetts Institute of Technology alicerobison.org ajr@mit.edu Tuesday, May 27, 2008 31