3. +
Gaming and Libraries:
The Literacy and Asset Building Connection
4. +
Why Gaming and Libraries?
Popular for more than 30
years
Increases socialization
Implements literacy
Helps build developmental
assets
5. +
Video Games + Media Literacies
constantly developing new strategies
predicting possible outcomes
managing multiple resources
reading and deciphering maps
tracking complex statistics
adapting to increasingly difficult levels within the game
-American Library Association
6. +
Written Word Literacy examples
Instructions/walkthroughs/guides:
LEGO® Star Wars LEGO® Harry Potter
7. +
Written Word Literacy examples
Forums and web sites
Mario Kart Forums Boards Pikmin 2
8. +
Written Word Literacy examples
Maps and signs
Zelda Monster Hunter Tri
9. +
Board Games and AASL Standards
for the 21st Century Learner
AASL = American Association of School Librarians
Standard 1: Inquire, think critically and gain knowledge
Standard 2: Draw conclusions, make informed
decisions, apply knowledge to new situations, and create
new knowledge
Standard 3: Share knowledge and participate ethically and
productively as members of our democratic society
Standard 4: Pursue personal and aesthetic growth
10. +
Games Meet Developmental Needs
Developmental needs are assets
that help young people become
positive caring adults:
Other adult relationships
Community values youth
Positive peer influence
Youth programs
Reading for pleasure
Interpersonal competence
Cultural competence
Peaceful conflict resolution
Self-esteem
Search Institute: www.search-institute.org
11. +
Landscape of Gaming:
in United States Libraries
12. +
Library Gaming Census Report
www.gamesinlibraries.org
40% circulate games
56, 767 users participated in
programs
average attendance-30 people
(55 in academic libraries)
board/card games-35%
console gaming-64%
Gaming Programs:
popular Wii titles: Wii
educational in nature-8%
Sports, Mario Kart series, and
tournaments-35%
Super Smash Brothers Brawl
tied into summer reading-30%
(SSBB)
49% recreational open-play
13. + Library Gaming Census Report cont’d:
Common Outcomes
Improved reputation of the library
Returned to the library at another time for non-gaming
services
Attended gaming program and used other services while
there
Improved social connections w/friends
Improved social connections w/ those previously unknown
Additional publicity
14. +
Future and Current Status of
Gaming
Gamification, Pew Internet
and American Life, 2012
Game-Based
Learning, Horizon Report, 2012
Video Game Courses
and Degree
Programs, Entertainment
Sofware Association, ESA, 2012
15. +
You’ve got board games and
a Wii, now what?
Programming!
16. +
Creating a Gaming Experience
Presentation
Facilitation
Interaction
Nicholson, S. (2009). Creating a Gaming
experience in Libraries. DigitaleBibliotheek
1(5), 11.
17. +
International Games Day
One day event to reconnect
communities through their
libraries
Modern board games
Video games
Card games
Role playing games
Video game tournaments-
Super Smash Brothers Brawl
www.ilovelibraries.org/gaming and Mario Kart
18. +
Competitions and Tournaments
Qualifying Rounds
registration/signup
Test everything!
have charged batteries available
prepare for higher noise level
GT System wiki
http://wiki.gtsystem.org/
Wall of champion winner(s)
Prizes and snacks
19. +
Family Gaming Nights
Variety of games
format (movement, trivia,
word, etc.)
span range of ages
Wii Sports
Scrabble Crossword
Trivial Pursuit
Blurt!
Pictureka!
Staff/Volunteers available
Variety of activities
20. +
Seniors/Outreach
Daycare Centers
Senior Centers
Hospitals
Jails/Dentention Centers
After School Orgs
Schools
21. +
Game Play Online
Play other libraries simultaneously
Stream game play/chat
Additional equipment needed:
Internet connection
(wired or wireless)
If wired: USB LAN Adapter
22. +
Gaming and Summer Reading
As a program related to theme
Gaming elements as part of
summer reading
Game related prizes
Keep books by gaming area
Booktalk game related titles
23. +
After School Club
Based around one
game or various
Could be a reward
for good grades
Get input from
participants
Can your library
space accommodate
regular gaming
Determine type of
experience
Other activities?
24. +
Design a Mii
Famous person
author, actor, singer, etc.
Book/movie character
Give out prizes to
winner with closest
likeness
Share creations on
library web site or
other social networking
sites
Great for older teens/tweens w/younger kids
25. +
Best Practices
Examples of Libraries and Gaming Programs
40. +
Gaming Resources for Further
Reading
Game On! Gaming at the Library (Neal-Schuman Publishers)
by Beth Gallaway, 2009
Everyone Plays at the Library: Creating Great Gaming
Experiences for All Ages (Information Today) by Scott
Nicholson, 2010
Libraries Got Game: Aligned Learning Through Modern Board
Games (American Library Association) by Brian Mayer and
Christopher Harris, 2009
A Board Game Education (R&L Education) by Jeffrey P.
Hinebaugh, 2009
41. +
Questions?
Contact: Kelly Czarnecki
kellyczarnecki1@gmail.com
Notes de l'éditeur
-going to talk about why games and libraries-board games-programming-resources to continue your reading
-carry DVDs, CDs-games are just another information format-important activity to so many of our library users-socialization-play with a diverse group, share expertise, and be surrounded by books and knowledge
-observe players-play games yourself-skills are important to have in the corporate or non-profit world
-incorporating this with game play-making available as resources
-communicate with others on forums boards-reading narrative of game
Doors-normal/locked/sealedlight or extinguish the torches, rescue the monkeys, use the boomerang, know the enemies-all to move forwardAreas for gathering, mining, and insects (monster hunter tri)
-1. develop student’s knowledge in a curricular subject area. Use prior background knowledge for new learning-2. using various strategies to draw new conclusions. Encourage players to collaborate with others.-3. develop leadership skills. Motivate others to share ideas beyond the classroom.-4. mentally organize info. to use in the future. Motivate to improve gaming skills to experience success in the future.
-the more assets, the less likely youth are to engage in high-risk behaviors-Young person receives support from three or more nonparent adults.-Young person perceives that adults in the community value youth.-Young person's best friends model responsible behavior.-Young person spends three or more hours per week in sports, clubs, or organizations at school and/or in community organizations-Young person reads for pleasure three or more hours per week. Commitment to learning.-Young person has empathy, sensitivity, and friendship skills.-Young person has knowledge of and comfort with people of different cultural/racial/ethnic backgrounds.-Young person seeks to resolve conflict nonviolently.-Young person reports having a high self-esteem.
-programs in 2006-2007-Web based survey sent out to over 400 libraries (public, school, academic, and special)-2006-313 libraries responded-2007-404 responded
-65% improved reputation of the library-64% returned to the library for non-gaming services-61% used other services-60% improved social connections w/friends-52% previously unknown
-incorporates the use of rewards to drive action (points, badges, discounts –status indicators such as friend counts, leaderboards, achievement data-Developers and researchers are working in every area of game-based learning, games that are goal-oriented; social game environments; games developed expressly for education-record 381 colleges, universities, art and trade schools across the country offer courses, professional certificates, undergraduate or graduate degrees in video game design, development and programming.For the first time, schools in all 50 states will be preparing students for a career in the video game industry.
-Gamers are more social, want more interaction and more strategy. You can help make room for those opportunities to happen. It’s about creating a larger experience around the game-Presentation-projecting a video game on a large screen. Laying out all the board games available instead of leaving them in their boxes.-Facilitation-staff and volunteers available to teach (not necessarily play unless really needed) the games. Help find games that meet interest and capabilities.-Interaction-relations between players is positive. Good sportsmanship. Help match players to each other. Tournament style game vs. open play.
-Initiative of the American Library Association--originally called National Gaming Day-2012 5th annual event-typically happens in November-variety of gaming activities-1,281 libraries registered; 17,152 participants played games in libraries worldwide. Participation on all six continents-Three gaming companies helped sponsor the event and donated games to libraries that registered (up to 500?)-Quotes:-Library in New York:"While many adults shared stories about their hardships following Hurricane Sandy, the children were entertained with three hours of playing time. Families all expressed gratitude for diversion from the tough week and commented how the library always seems to come through for the community! One Mom asked if there were any games that would improve her son's math facts in addition and subtraction. I was able to show here two games at our event that focused on this skill, but I also mentioned that games that use two dice work on this skill constantly since you have to add the two dice together. She was surprised to hear that and was very glad she came to the library to play games with her children." -Library in Texas "Our Youth Services Department had a "Play Your Way Around the World" event that included a storyteller kicking things off with tales from around the world. The children then each received a world map and proceeded to ten different stations, each of which had a game from a different country to play. Games included Afghanistan kite making, Mayan ancient basket ball, Japanese card match game, etc. The children had such fun--there was much laughter in our Youth Department!" -Librarian in Oregon”watching younger teens get to know older teens while they were playing Yu-gi-oh! and seeing them help each other learn and understand the game rules was great. And watching older teens share the Wii game controls with younger elementary school players who then began to beat them at their own game."
-card, video, board games all work well-GT system-Ann Arbor-online tournament scoring and management, registration/blog/brackets, Leaderboards-local/national/International, tournament rules and histories, synchronized tournament days
-drawing/coloring-LEGOs-reading
-points/score/create avatars-giftcards-Vivian VandeVelde, 39 Clues, Patrick Carman,EionColfer, Rick Riordan Kane Chronicles
-write game reviews-gaming podcast
-collection of games (board/card) to use in school libraries-linked to curriculum standards-organized by grade-elementary, middle, and high school-examples of modifications given
-based on game play. Earn points and rewards in the form of badges-integrate information literacy into the activities-answering questions about putting books on hold, going into records, etc.-interacting with the catalog-tagging items, writing reviews, etc.
-Part of a web site-AE-American English-a web site for teachers and learners of English as a Foreign Language Abroad-U.S. Department of State with the Bureau of Educational and Cultural Affairs-English speaking characters designed in manga style-immersive exploration of American culture-intended for 12-16 year olds-Premise-Trace is one of the main characters that is from 2045 and goes back to the present through a time machine-complete missions to find his way back to the future-7 chapters of game play, 28 practice activities, 4 multi-player language practice games, teacher and student materials, apps for smartphones, and offline DVD play
-comic/graphic novel tie-ins
-connections with social networks-Facebook-join Trace’s followers and learn game strategies-YouTube videos to participate in exchange programs in U.S. -Join the Ning to continue adventure