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GAMERS IN THE STACKS: A BRIEF LOOK AT WHO THE GAMERS ARE,  & WAYS LIBRARIES CAN SERVE THEM Presented for MLA by Beth Gallaway, http://informationgoddess.info  May 2008
CONTACT, SLIDES & LINKS ,[object Object],[object Object],[object Object],[object Object],[object Object]
WHAT IS A GAME? ,[object Object],[object Object],Merriam-Webster Online. http://www.m-w.com
DO YOU PLAY GAMES OF ANY KIND? ,[object Object],[object Object]
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 AVERAGE AGE OF A    GAMER? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 33
WHAT PERCENT OF PEOPLE OVER 50  PLAY GAMES?*   * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 24%
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?
WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 38%
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]
HOW MANY BILLIONS DID COMPUTER & VIDEO GAME SALES GROSS IN THE US IN 2006?*   $7.4 * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php
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 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]
DOES YOUR LIBRARY ALLOW PATRONS TO PLAY GAMES ON LIBRARY COMPUTERS? ,[object Object],[object Object]
POLL #9: 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]
DOES YOUR LIBRARY HOST  VIDEO GAME PROGRAMS? ,[object Object],[object Object],*Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007.
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 A GAME  THAT IS... ,[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/top_10_facts.php 32 % 32%
MODEL GAMING PROGRAMS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
MODEL GAMING PROGRAMS ,[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”
DOES YOUR  LIBRARY  CIRCULATE VIDEO GAMES?* *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007.  http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007. YES NO
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]
IN CONCLUSION… ,[object Object],[object Object]
THANK YOU! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Mla08gamers

  • 1. GAMERS IN THE STACKS: A BRIEF LOOK AT WHO THE GAMERS ARE, & WAYS LIBRARIES CAN SERVE THEM Presented for MLA by Beth Gallaway, http://informationgoddess.info May 2008
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  • 6. GAMES ARE LIKE BOOKS... THEY ARE JUST A NEW FORMAT
  • 7. GAMING IS THE MEDIUM OF CHOICE FOR THE MILLENNIAL GENERATION
  • 8. WHAT IS THE AVERAGE AGE OF A GAMER? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 33
  • 9. WHAT PERCENT OF PEOPLE OVER 50 PLAY GAMES?* * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 24%
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  • 11. WHAT DEVELOPMENTAL NEEDS ARE BEING MET?
  • 12. WHAT % OF GAMERS ARE FEMALE? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 38%
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  • 17. HOW MANY BILLIONS DID COMPUTER & VIDEO GAME SALES GROSS IN THE US IN 2006?* $7.4 * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php
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  • 22. 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%
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  • 30. POLL #9: 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.
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  • 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.
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  • 36. WHAT % OF GAMERS PLAY ON HANDHELDS? * Entertainment Software Association. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php 32 % 32%
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  • 40. DOES YOUR LIBRARY CIRCULATE VIDEO GAMES?* *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed October 8, 2007. YES NO
  • 41. 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.
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