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GAMING AND IMPLICATIONS FOR
LIBRARIES
LIBRARY AND GAMES
ï‚¢   Due to interest, I decided to
    tweak the topic a little and
    focus video and computer
    games in libraries
ï‚¢   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
ï‚¢   Why it works for libraries
    ï‚— 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
    ï‚— Learn how other libraries, with creative planning and
      little money, have incorporated gaming services for a big
      return on investment.
LIBRARIES AND GAMES
ï‚¢   Some facts
    ï‚— 7 out of 10 public libraries support gaming
    ï‚— 4 out of 10 public libraries run gaming programs
    ï‚— Console and computer games account for a third of
      gaming programs
    ï‚— 82% of libraries allow patrons to play games on the
      computer
LIBRARIES AND GAMES
ï‚¢   Libraries have a lot of
    options for their size
    and funding
    ï‚— Game consoles like
      Playstation3, XBOX
      360, and Wii
    ï‚— MMOs like Second
      Life, and WoW
    ï‚— Computer based
      games like the Sims
LIBRARIES AND GAMES
ï‚¢   Bringing in games into
    libraries can increase
    demographics because it
    crosses gender lines and
    it crosses age lines
    ï‚—   Women over the age of 40
        are more likely to play
        online games than other
        demographics
ï‚¢   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
ï‚¢   Incorporate games that supplement or aid in the school curriculum
        Social studies – SimCity
        Music and performing arts – Just Dance
        Math and logic – Portal
     ï‚—   Different cultures - Okami
     ï‚—   Some other games that support curriculum but might have opposition for the public are
             Greek mythology – God of war
             Literature – Devil May Cry
ï‚¢   Offer prizes
        Doesn’t always have to be money oriented
          ï‚¢   Hall of Fame
          ï‚¢   Teaching gaming to inexperienced or younger patrons
          ï‚¢   Interview in newsletter or other forms of public relations
ï‚¢   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 ï‚¢ Due to interest, I decided to tweak the topic a little and focus video and computer games in libraries ï‚¢ 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 ï‚¢ Why it works for libraries ï‚— Focus on educational value as she shows how these ―cognitive workouts‖ are proven to enhance the development of learning and literacy skills. ï‚— Get insights into the social value of gaming—an activity that cuts across age, socioeconomic groups, gender, and technical know-how ï‚— Learn how other libraries, with creative planning and little money, have incorporated gaming services for a big return on investment.
  • 4. LIBRARIES AND GAMES ï‚¢ Some facts ï‚— 7 out of 10 public libraries support gaming ï‚— 4 out of 10 public libraries run gaming programs ï‚— Console and computer games account for a third of gaming programs ï‚— 82% of libraries allow patrons to play games on the computer
  • 5. LIBRARIES AND GAMES ï‚¢ Libraries have a lot of options for their size and funding ï‚— Game consoles like Playstation3, XBOX 360, and Wii ï‚— MMOs like Second Life, and WoW ï‚— Computer based games like the Sims
  • 6. LIBRARIES AND GAMES ï‚¢ Bringing in games into libraries can increase demographics because it crosses gender lines and it crosses age lines ï‚— Women over the age of 40 are more likely to play online games than other demographics ï‚¢ 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 ï‚¢ Incorporate games that supplement or aid in the school curriculum ï‚— Social studies – SimCity ï‚— Music and performing arts – Just Dance ï‚— Math and logic – Portal ï‚— Different cultures - Okami ï‚— Some other games that support curriculum but might have opposition for the public are ï‚¢ Greek mythology – God of war ï‚¢ Literature – Devil May Cry ï‚¢ Offer prizes ï‚— Doesn’t always have to be money oriented ï‚¢ Hall of Fame ï‚¢ Teaching gaming to inexperienced or younger patrons ï‚¢ Interview in newsletter or other forms of public relations ï‚¢ 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