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HELP! MY LIBRARY IS TURNING INTO AN ARCADE Presented by Beth Gallaway for ALSC N a tional Institute September 2008 Salt Lake City UT http://informationgoddess.info
WHAT IS A GAME? ,[object Object],[object Object],Merriam-Webster Online. http://www.m-w.com
Game design slides courtesy of Chris Castaldi http://www.echoshard.com
GOALS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Game design slides courtesy of Chris Castaldi http://www.echoshard.com
OBSTACLES ,[object Object],[object Object],[object Object],[object Object],Game design slides courtesy of Chris Castaldi http://www.echoshard.com
TOOLS ,[object Object],[object Object],[object Object],[object Object],[object Object],Game design slides courtesy of Chris Castaldi http://www.echoshard.com
SECOND CHANCES ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Game design slides courtesy of Chris Castaldi http://www.echoshard.com
LEARNING ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Game design slides courtesy of Chris Castaldi http://www.echoshard.com
WHY GAMES AT THE LIBRARY? BECAUSE GAMES … ,[object Object],[object Object],[object Object],[object Object],[object Object]
GAMES ARE LIKE BOOKS... THEY ARE JUST A NEW FORMAT
GAMING IS THE MEDIUM OF CHOICE FOR THE MILLENNIAL GENERATION WHAT IS THE BIRTH YEAR SPAN OF MILLENNIALS? A. 1968-1982 B. 1975-1990 C. 1982-2000 D. 1996-PRESENT
WHAT % OF YOUTH AGE 12-17 PLAY    VIDEOGAMES? * Pew Internet & American Life Project. “Teens Video Games & Civics.” September 2008.  http://pewinternet.org/PPF/r/263/report_display.asp 97%
WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 40%
GAMING MEETS DEVELOPMENTAL NEEDS  OF YOUNG ADOLESCENTS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],NMSA.  NMSA Research Summaries. Young Adolescents Developmental Needs  (1996)
WHAT DEVELOPMENTAL NEEDS    ARE BEING MET?
GAMING = LITERACY ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
GAMING REINFORCES    NEW LITERACIES ,[object Object],[object Object],[object Object],[object Object],Warlick, David. ”The New Literacies.”  Scholastic Administrator.  Mar-Apr2005
1. EXPOSING KNOWLEDGE ,[object Object],[object Object],[object Object],[object Object]
2. EMPLOYING INFORMATION  ,[object Object],[object Object],[object Object],[object Object]
3. EXPRESSING IDEAS COMPELLINGLY   ,[object Object],[object Object],[object Object]
WAYS GAMERS EXPRESS  IDEAS COMPELLINGLY ,[object Object],[object Object],[object Object],[object Object],[object Object]
ETHICS ON THE INTERNET ,[object Object],[object Object],[object Object]
HAVE YOU EVER PLAYED A GAME RATED “M” FOR MATURE? ,[object Object],[object Object]
WHAT PERCENTAGE OF GAMES    SOLD IN 2006 WERE RATED M?* * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 15%
HOW CAN LIBRARIES    SERVE YOUNG GAMERS? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
USE GAMES IN    READER'S ADVISORY ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
THINK LIKE A GAMER ,[object Object],[object Object],[object Object],[object Object],[object Object]
BE A STRATEGY GUIDE...    ...NOT A LEVEL BOSS! ,[object Object],[object Object],[object Object],[object Object]
RESEARCH VIDEO GAME CULTURE ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
TRY SOME GAMES ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
WHAT % OF PUBLIC LIBRARIES ALLOW PATRONS TO PLAY COMPUTER GAMES?* 82% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
AND … CREATE A    GAMING EXPERIENCE ,[object Object],[object Object]
WHAT % OF PUBLIC LIBRARIES HOST VIDEO GAME PROGRAMS?* 13% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
WHAT MAKES A SUCCESSFUL  GAMING PROGRAM? ,[object Object],[object Object],[object Object],[object Object],[object Object]
FOR PROGRAMS, CHOOSE GAMES THAT ARE: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
WHAT % OF GAMERS PLAY ON HANDHELDS?   * Entertainment Software Association. Top 10 Facts.  http://www.theesa.com/facts/index.asp  32 % 36%
HANDHELD PROGRAM ,[object Object],[object Object],[object Object]
MODEL GAMING PROGRAMS ,[object Object],[object Object],[object Object]
AFTER SCHOOL ZONE ,[object Object],[object Object],[object Object],[object Object]
MODEL GAMING PROGRAMS ,[object Object],[object Object],[object Object],[object Object]
G A ME DESIGN!  ,[object Object],[object Object]
DDR RECIPE FOR SUCCESS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
“ DDR+GUTIART HERO= FUN” ,[object Object],“ I liked this because there’s too few of the DDR community around.  This is a good opportunity to meet people with like interests.” “ I LOVED DDR”
WHAT % OF PUBLIC LIBRARIES  CIRCULATE VIDEO GAMES?* 30% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
GAMING COLLECTION DEVELOPMENT ,[object Object],[object Object],[object Object],[object Object]
PRIMA STRATEGY GUIDES ,[object Object],[object Object],[object Object]
COLLECTION POLICY CONSIDERATIONS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
COLLECTION MANAGEMENT ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
BEST PRACTICES: COLLECTIONS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
THANK YOU! BETH GALLAWAY INFORMATION GODDESS CONSULTANT ,[object Object],[object Object],[object Object],[object Object]

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Help! My Library is Turning Into a Arcade

  • 1. HELP! MY LIBRARY IS TURNING INTO AN ARCADE Presented by Beth Gallaway for ALSC N a tional Institute September 2008 Salt Lake City UT http://informationgoddess.info
  • 2.
  • 3. Game design slides courtesy of Chris Castaldi http://www.echoshard.com
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10. GAMES ARE LIKE BOOKS... THEY ARE JUST A NEW FORMAT
  • 11. GAMING IS THE MEDIUM OF CHOICE FOR THE MILLENNIAL GENERATION WHAT IS THE BIRTH YEAR SPAN OF MILLENNIALS? A. 1968-1982 B. 1975-1990 C. 1982-2000 D. 1996-PRESENT
  • 12. WHAT % OF YOUTH AGE 12-17 PLAY VIDEOGAMES? * Pew Internet & American Life Project. “Teens Video Games & Civics.” September 2008. http://pewinternet.org/PPF/r/263/report_display.asp 97%
  • 13. WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 40%
  • 14.
  • 15. WHAT DEVELOPMENTAL NEEDS ARE BEING MET?
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24. WHAT PERCENTAGE OF GAMES SOLD IN 2006 WERE RATED M?* * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 15%
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31. WHAT % OF PUBLIC LIBRARIES ALLOW PATRONS TO PLAY COMPUTER GAMES?* 82% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 32.
  • 33. WHAT % OF PUBLIC LIBRARIES HOST VIDEO GAME PROGRAMS?* 13% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 34.
  • 35.
  • 36. WHAT % OF GAMERS PLAY ON HANDHELDS? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/index.asp 32 % 36%
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44. WHAT % OF PUBLIC LIBRARIES CIRCULATE VIDEO GAMES?* 30% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.