Ltr2 - Gaming and Libraries

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Gaming and Libraries: Learning From the Intersections By Jenny Levine Charlie Terng, Darlene Davis, Ryan Dement, Jen Lemke, Elizabeth Dunn

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Transcript of Ltr2 - Gaming and Libraries

Page 1: Ltr2 - Gaming and Libraries

Gaming and Libraries:Learning From the Intersections

By Jenny Levine

Charlie Terng, Darlene Davis, Ryan Dement, Jen Lemke, Elizabeth Dunn

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Lessons We’ve Learned From Society

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Lessons We’ve Learned From Society

Violence and Videogames Most people assume a causal

link between violence and videogames.

In 2007, only 15% of videogames sold were rated M or adult.

Just as not every PG-13 movie is appropriate for every 13 year old, not every E or T game may be appropriate for every child or teen.

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Lessons We’ve Learned From Society

Grand Theft Childhood: The Surprising Truth About Video Games In 2004, Drs. Kutner and Olsen

initiated the largest and most in-depth unbiased study of video games in the U.S.

Over 1,200 middle school students and 500 parents surveyed over a two year period

Report described some behavior problems linked to videogames…but not how most people would expect

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Lessons We’ve Learned From Society

Grand Theft Childhood: The Surprising Truth About Video Games Girls more than boys (12% vs. 3%) were more likely to

report bullying, being in fights, or trouble in the classroom.

Only one problem behavior (hitting) was significantly linked to near-daily game play.

The vast majority of M-gamer kids did not report the behavior problems long associated with violent video games.

Boys who didn’t regularly play video games were more likely to get into fights than any other group.

M-game players were significantly more likely to play games in social settings, with one or more friends in the same room.

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Lessons We’ve Learned From Society

Grand Theft Childhood: The Surprising Truth About Video Games

www.grandtheftchildhood.com

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Lessons We’ve Learned From Society

Benefits of Playing Video Games Allow teens to try on roles and

behaviors in a safe environment Provide practice in planning and

anticipating consequences May help teens manage difficult

emotions May promote involvement in

sports/exercise Can improve visual/spatial skills Provide a focus for socializing May provide a source of self-esteem

and pride

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Lessons We’ve Learned From Society

Pew/Internet study Teens, Video Games, and Civics, released September 2008 Only 24% of teens ONLY play video games

alone. Some qualities of game play have a “strong and

consistent positive relationship to a range of civic outcomes.”

Teens who take part in social interaction related to games are more engaged socially and civically

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Lessons We’ve Learned From Society

The Civic Potential of Video Games A must-read for any library

offering or considering offering game play

Gaming in public spaces help nurture democratic values and political engagement

Model John Dewey’s conception of democratic community, therefore can be useful learning tools, especially in a school setting

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Lessons We’ve Learned From Society

What does any of this have to do with libraries? Don’t have the constraints

of schools (time, No Child Left Behind)

No barrier to entry Safe, noncommercial space Diversity Libraries offering this kind

of space and experience are seeing success

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Libraries, Videogames and Civic Engagement

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Libraries, Videogames and Civic Engagement

A Pew/MacArthur study found that playing video games can offer opportunities for positive civic experiences for youth and foster connections to the community.

Providing opportunities for youth to play games together in a safe, non-commercialized space gives kids a place outside of school to come together, meet new people and learn to resolve their differences without adult intervention.

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Libraries, Videogames and Civic Engagement

The focus groups interviewed for the report maintain that key appeal of libraries was the transformative power of libraries to make people better human beings.

This transformative power—not books—is our brand as libraries, and this happens in relation to people, communal spaces, social programs and a wide variety of services beyond books.

Gaming programs draws in patrons otherwise unlikely to visit the library and encourages them to use the library for purposes other than gaming—even checking out books!

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Libraries, Videogames and Civic Engagement: Case Study #1

Case Study #1 John C. Fremont Library in small rural town

of Florence, Colorado serves about 5,000 people

In the 4,000 square foot library, small space in corner devoted to gaming which contains a TV, an Xbox, a Game Cube and Play Station 2

There is no video game or movie rental store in the area—video games are the second highest circulating collection of library

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Libraries, Videogames and Civic Engagement: Case Study #1

Gaming has truly transformed the library into a youth friendly place and improved the community’s opinion of the library.

Holding tournaments and making games available for checkout draws people who would normally never set foot in a library.

Video gaming is not just marketing strategy but a supplement to other library activities.

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Libraries, Videogames and Civic Engagement: Case Study #1

Tournament Structure Open to all ages, but mostly frequented by teens In order to compete, must have a library card and

no outstanding fines Two or three gaming stations are available Normally held Saturdays at 2:30, 30 min. after

closing A bracket system used to determine when people

play Food is always available Only rule is NO MATURE-RATED GAMES ALLOWED Since inception, held every other month

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Libraries, Videogames and Civic Engagement: Case Study #1

The library often collaborates with other community organizations and schools for gaming tournaments

Tournaments have been held for middle school and high school as incentive for academic achievement

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Libraries, Videogames and Civic Engagement: Case Study #2

Case Study #2 Ann Arbor District Library in downtown Ann Arbor,

Michigan serving a much larger population (millions)

Averages 3 event gaming weekends per month , with different games and format for different audiences, which all began with a Mario Kart tournament for teens in August 2004

One of the first public libraries to experiment with gaming to attract kids and teens

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Libraries, Videogames and Civic Engagement: Case Study #2

After The library is awesome! The library has exactly

what I’m into! The library does it

better than anyone! The library give me

something I can’t get anywhere else!

Before The library sucks. The library has nothing

of interest. The library would do it

wrong. Who needs libraries

anymore?

Key part of the experience is a redefined understanding of the library

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Libraries, Videogames and Civic Engagement: Case Study #2

Community AADL found that their

events and gaming blogs have allowed a tight-knit community of players to form with the library at its center and library staff as sought-after nodes in that network.

Gaming can help young patrons view library staff in a more favorable light

Providing an online forum allows community formed to continue

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Libraries, Videogames and Civic Engagement

2008 Pew Internet and American Life Project report Teens, Video Games, and Civics

Many experiences in game play are similar to classroom-based civic learning opportunities. Those playing games often simulate civic action, help or guide other players, participate in guilds or other groups associated with the game, learn about social issues, and grapple with ethical issues.

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Libraries, Videogames and Civic Engagement

It has been found that the more frequently players had civic gaming experiences, the more likely they were to be engaged in their community.

Playing games with others IN PERSON was related to civic and political outcomes, but playing with others ONLINE did not.

In these gaming situations, kids and teens help each other, the foundation of civil engagement.

Gaming can provide opportunities for healthy pride in the community and the library.

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A Powerful Draw Beyond Youth Culture

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A Powerful Draw Beyond Youth Culture:

Case Study#3

Oak Park Public Library Successful Game

Nights for Teens and Elderly

“Genre X” Blog and Book

Club Hi/Lo Tech Night Hop On Pop

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A Powerful Draw Beyond Youth Culture:

Case Study#3

Accomplishments Higher Profile and

Enhanced Image for Library

Staff Experience with New Technology

Established New Relationships

Contribution to Community

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The Benefits of a Planned Approach

A case study in project planning and management.

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The Benefits of a Planned Approach:Case Study #4

By Rod Wagner and the staff of the Nebraska Library Commission (NLC)

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The Benefits of a Planned Approach: Case Study#4

NLC’s Project Development Kept a record of

ALL emails Openly blogged

about process Made a formal

proposal in writing to the commission director requesting funds.

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The Benefits of a Planned Approach:Case Study #4

Auditor’s Findings The purchase of gaming equipment was a

questionable use of public funds. The games were not complicated so did not require

the Commission to demonstrate their use to library staff.

The Commission is using social networking sites on State time and with State computers which appears to be an inappropriate use of public funds.

Photos and videos are posted to websites using State computers on State time without management’s approval.

The Commission paid sales tax on the gaming equipment ($29.26).

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The Benefits of a Planned Approach:Case Study #4

NLC’s Rebuttals Regarding the “games

were not complicated” issue, librarians in the state vary widely in terms of their comfort level with technology and equipment.

The NLC is not the only state agency using Web 2.0 sites.

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The Benefits of a Planned Approach: Case Study#4

Summary Make goals Document decisions,

actions and events Provide context to

content on social networking sites

Communicate

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Gaming as Fundraiser

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Gaming as Fundraiser: Case Study #5

Library Mini Golf (LMG) – created by Rick Bolton in 2005.

Started as a fundraiser event for Trumball Library following Hurricane Katrina.

500 participants, over $10,000 raised. LMG then became independent organization

to help other libraries raise funds. By 2009, dozens of libraries aided. Plans to raise $1 mill. by 2010.

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Gaming as Fundraiser: Case Study #5

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Gaming as Fundraiser: Case Study #5

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Gaming as Fundraiser: Case Study #5

Results 2,192 library visitors

during the day of the event (usual baseline = 1,500).

300-350 actual participants.

Event attracted people of all age groups.

Visitors mostly came as families.

Interviewed patrons gave positive feedback.

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Gaming as Fundraiser: Case Study #5

Lessons Learned Family gaming events

are increasingly popular at libraries.

Effective as fundraising method.

Also effective as a way to attract visitors and allow them to learn what the library has to offer.

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Gaming and Libraries:Learning From the Intersections

Levine, J. (2009) Gaming and libraries: Learning lessons from the intersection. Library Technology Reports, 45 (5). 5- 35.

Charlie Terng, Darlene Davis, Ryan Dement, Jen Lemke, Elizabeth Dunn