Game Presentation SLA CPIT
-
Upload
john-fudrow -
Category
Business
-
view
2.468 -
download
1
description
Transcript of Game Presentation SLA CPIT
Gaming in Special Libraries
Presented by Dan Hood and John Fudrow
Who We Are
• Dan Hood– Information Literacy Fellow at
Carnegie Mellon University
• John Fudrow– Soon to be Assessment Librarian at
the University of Pittsburgh
Who We Are Virtually…
Who We Are Virtually…
Public Libraries
•Marketing
3 Distinct Uses
Academic Libraries
•Teaching
Special Libraries
•Skill Building
Everyone’s a Gamer
Average Game Player Age is: 33
25% -- 50+ yrs.
44% -- 18-49 yrs.
31% -- under 18 yrs
From Entertainment Software Assocation, 2007.
How can it help?•Benefits
– Increases Productivity•An active mind is a happy mind
– Relieves Stress•Meditative States
– Builds Friendships•Community and competitive relations
MMORPG’s(Massively Multiplayer Online Roleplaying Games)
Teamwork & Communication
through
MMORPG’s
World of Warcraft Guild Wars
10 Million Subscribers 5 Million Subscribers
MMORPG’sPros
•Teamwork•Communication•Fast paced•Team goals - task oriented
Cons
•Causes rather than relieves•Addicting - too immersive•Steep learning curve
In MMORPG’s and Squad Based Games, communication is key to completing tasks.
Communication
Those same communication skills are highly sought after traits in the business world.
Halo 2
Communication
Tabula Rasa
CommunicationPros
•Cooperation and Planning•Leaders emerge•Verbal and Emoted Signals
Cons
•Language•Embarassment
Games can provide stress relief, similar to meditation.
Stress Relief
Endless Ocean
Stress Relief
Tetris
Stress Relief
Bejeweled 2
Stress ReliefPros
•Psychomotor Rather than Cognitive•Easily Attainable Tasks•Enjoyment through process•Single or Multiplayer
Cons
•Can be Addicting•Not for Everyone
•Different Audiences
Skill Building
Games often help players develop hand/eye coordination and fine-motor skills.
Skill Building
Trauma Center
Skill BuildingPros
•Fine Motor Skill Honing•Pure Enjoyment of Training•Quick – Yet Effective
Cons
•Not All Games are Equal•Limited in Scope
References• Game Player Data- Fact Sheet, Entertainment Software Association,
http://www.theesa.com/facts/gamer_data.php (Accessed November 5, 2007
• Nardi, B. and Harris, J. 2006. Strangers and friends: collaborative play in world of warcraft. In Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work (Banff, Alberta, Canada, November 04 - 08, 2006). CSCW '06. ACM, New York, NY, 149-158. DOI= http://doi.acm.org/10.1145/1180875.1180898
• Richard Wray, Communications editor 2007. Financial: Corporate world makes haste to get in step with the virtual world: The digital universe: Business sees new ways of reaching consumers - and their own workers. The Guardian, July 14, http://www.proquest.com/ (accessed March 25, 2008).
• KAMAU HIGH 2004. How playing power drives lessons home: CORPORATE TRAINING: The fast- growing US business e-learning market is an unlikely beneficiary of gaming technology, writes Kamau High: :[LONDON 2ND EDITION]. Financial Times, September 8, http://www.proquest.com/ (accessed March 25, 2008).
• WoW is the New MUD: Social Gaming from Text to Video. Mortensen, Torill Elvira. Games and Culture, Oct 2006; vol. 1: pp. 397-413.
• Williams, D., N. Ducheneaut, L. Xiong, Y. Zhang, N. Yee, and E. Nickell (2006, October). From tree house to barracks: The social life of guilds in world of warcraft. Games and Culture 1 (4), 338-361.