In addition to the sources within the presentation, visit:
More information on board and face-to-face games:
http://people.lis.illinois.edu/~ddubin//games.html
A game design program for very young children:
http://www.squeakland.org/
3. Why Video Games? Sixty-eight percent of American households play computer or video games. Entertainment Software Association (2010)
4. Why Video Games? 97% of teens ages 12-17 play computer, web, portable, or console games. PEW Research (2008)
5. Why Video Games? Did you Know… Average gamer is 35 years old and has been playing for 12 years. Average game purchaser is 39 years old. 40% of game players are women. Source: Entertainment Software Association
12. Concerns: Violence Violence “No Strong Link Seen Between Violent Video Games and Aggression.”Science Daily. 12 Aug 2005. “How Violent Video Games Are Exemplary Aggression Teachers.”Science Daily. 14 Nov 2007.
13. Concerns: Violence Exemplary Aggression Teachers Article: Video games use the same techniques that really great teachers use motivate learners to persevere in learning and mastering skills to navigate through complex problems and changing environments
20. Taking Play Seriously Play = central part of brain growth and development Problem solving, practice Adapting to an ever- changing environment Henig, Robin Marantz. “Taking Play Seriously.” New York Times Magazine. 17 Feb 2008
22. Video Games and Learning Everything Bad is Good For You / Johnson
23. Video Games and Learning Marc Prensky James Paul Gee MIT Media Lab http://www.media.mit.edu/ G+L+S http://www.gameslearningsociety.org/ MacArthur Fnd. http://digitallearning.macfound.org
49. Parting Ideas Give access to games on computers, in collection, etc. Use games as starting point for other creative programming Listen to patrons & what they are interested in Play!
50. For slides & sources: http://www.slideshare.net/magpie984
51. Thank you! Maggie Hommel Reader Services Manager Park Ridge Public Library mhommel@prpl.org