Posts Tagged ‘libraries

22
Mar

games and gaming and libraries

Video games in some form have been around for over thirty years now (Newman 29). The medium has come a long way since those early days in the 70’s with two rectangle paddles bouncing a circle back and forth in Pong, growing into a complex medium with a massive culture attached to it. Libraries have been slow to recognizing the value and opportunity that video games provide their collections, their users, and their institution (Levine, The Shifted Librarian).

There’s a shift in motion as we near the sunset of the Baby Boomer generation. Their influence on our culture is increasingly being relinquished to the generation born after 1970 who grew up playing video games: Gamers. “Organizations that don’t understand or acknowledge them run the risk of becoming increasingly isolated and irrelevant” (Storey). If we are here to serve the public’s entertainment and educational needs (Rubin 382), then the placement of video games in a public library’s collection is something that needs to be examined and recognized. Gamers working in the library need to be making the push to bring this tribe together for their library.

The popularity of video games cannot be ignored. 2005 saw $365 million in video game sales alone, and 2006 saw that number increase to $446 million. Total revenue of the industry is well into the billions (Glazer 954). In 2002 research showed that 60% of people in the United States over the age of 6 played video games (Jones 5). By the 1990’s Nintendo’s Mario, of Super Mario Brothers fame, had become more recognizable among children then Disney’s Mickey. By 2004 the gaming industry overtook the film industry in sales. While the film industry’s revenues continue to slump, the gaming industries continue to rise (Squire and Steinkuehler 38; Sutton and Womack).

The increasing sales in gaming despite growing costs further emphasize the importance of gaming to this generation. It’s also cutting out an important user group. Not unlike, perhaps even tied to, the ‘digital divide’ that technology has created between the poor and middle class, there is an equity gap in the gaming industry. “Gaming is a part of growing up in the U.S.” (Jones 7). For these lower income households with limited access to high-tech hardware Libraries building a collection may be their only access to the medium (Glazer 950-951).

Gaming is a far from solitary activity. It is inherently social (Newman 147). A Pew study of gaming found that games helped students both make friends and improve existing friendships (Jones 2). Beyond the multiplayer aspects of games, a culture has been built around gaming that encompasses both passionate and casual gamers. Gamers debate aspects of game play, create fan-fiction, and write walkthroughs of games to help other players through problems (Newman 153; Squire and Steinkuehler 40). Taking advantage of this social aspect of gaming can really support both the users and the libraries themselves. One of the ways some libraries are doing this is through game nights.

When thinking about why libraries should consider doing game nights, an excellent analogy can be made to story time. Kids or parents can still check out books, but we still have story time at a library. The target audience is different, but “tournaments are to video games what story times are to picture books” (Levine 50).

While some institutions were initially skeptical of these events, an overwhelmingly positive, even enthusiastic response from kids as well as parents has assuaged any fear (Levine 46, 49). At Ann Arbor District Library, which has started regular game nights as tournaments, they have found that as many as 30% of people attending their tournaments had never been to the library prior. This drawing in of new patrons is a common theme in other libraries that have also taken attempted game nights (Levine 45, 50, 52)
Dan Braun, who runs gaming events for Worth Public Library in Illinois, has found that providing gaming helps engage atypical users in other library services (Levine 47). One gamer in Ann Arbor, Ian Melcher, proves Braun, “If it wasn’t for gaming stuff dragging me in that first time, I would have gone maybe once in the past two years… I realized the library was pretty cool and had other things I was interested in” (Glazer 939). At the time of being quoted, Melcher had just checked out two books from the library.


Glazer, Sarah. “Video Games: Do they have Educational Value.” CQ Researcher 16.40 (2006): 937-59.

Jones, Steve. Let the Games Begin: Gaming Technology and Entertainment among College Students. Pew Internet & American Life Project, 2006.

Levine, Jenny. “Case Studies: Public Libraries.” Library Technology Reports 42.5 (2006): 45-55.
—. Gaming @ Your Library Sessions Blogged!., 2005. http://www.theshiftedlibrarian.com/archives/2005/05/26/gaming_your_library_sessions_blogged.html
—. “Why Gaming?” Library Technology Reports 42.5 (2006): 10-18.

Newman, James. Videogames. London: Routledge, 2004-00-00 2004.

Rubin, Richard. Foundations of Library and Information Science. 2nd ed. New York: Neal-Schuman Publishers, 2004.

Squire, Kurt, and Constance Steinkuehler. Library Journal; Meet the Gamers: They Research, Teach, Learn, and Collaborate. so Far, without Libraries.(Cover Story). Vol. 130. Reed Business Information, 2005.

Storey, Tom. “The Big Bang.” OCLC Newsletter.267 (2005) http://www.oclc.org/news/publications/newsletters/oclc/2005/267/thebigbang.htm.

Sutton, Lynn, and H. David Womack. “Got Game? Hosting Game Night in an Academic Library.” College and Research Libraries News 67.3 (2006) http://www.ala.org/ala/acrl/acrlpubs/crlnews/backissues2006/march06/gotgame.cfm.

21
Feb

mentoring the present to the future

A few weeks back The Shifted Librarian wrote a post about her first job out of library school and how lucky she was to have a mentor to really set her on her way… That’s really been sticking in my mind.

Are we really seeing enough mentorship in libraries? I’ve been training for my first Capital L Librarian job since I started working in a library 8 or so odd years ago, long before I ever considered diving into a graduate school program. On that road I’ve had lots of opportunities where I should have been mentored and just wasn’t. Not that these were bad people, bad coworkers, bosses, librarians. Quite the opposite really. I’ve had generally good work experiences… but they weren’t shepherding me. They weren’t trying to empower me.

I’ve been quite lucky too. Other curves in the road really did. Their support and encouragement and interest in me really got me to take those big steps that put me where I am. I couldn’t be more thankful for that. That’s what’s gotten me excited about what I do. That’s what’s gotten me excited about wanting to do things. New things. Different things.

I really believe in creating these opportunities for fresh librarians. There’s so many things that we don’t learn going through these graduate school programs. Practical Library Experience. Trial By Fire.  I want any place I end up working to help us through these moments. I want them to encourage me to break things and help me learn beyond my degree. I’m really lucky to have been given a lot of this sort of guidance  over the years from a lot of different people. It’s never been official, which has made it all the more special. Why isn’t it official though?

Why don’t we see more mentorship of paraprofessionals? We love our profession, right? Don’t we want to encourage more people into taking these steps we have? Paraprofessionasl are huge resources that we should be tapping more. Trust me I was one. I am one. The more we guide them, listen to them, empower them, encourage them to try things…

Granted not all of them will want to take advantage of it, but those that do, the benefits will be tremendous. For them. For you. For us. Our libraries will be richer. Our culture will be more inviting and invigorated. Our future will be in better hands.

image: http://flickr.com/photos/kimonomania/474758933/ by rachel a.k.

05
Feb

Library 2.0 and the Participatory Library Experiene: an intro reflection

rusted train

Learning new things is good. Learning things you thought you knew is even better.

I’ll admit to being a little blind in the past, excited with ideas that grow more from techonolust than a direct service to a user. Not that these were necessarily bad ideas, starting a blog for the collection, a wiki for sharing departmental information and knowledge. I think they’re good ideas, but I feel like they started from the question “why aren’t we using these tools?” instead of “how would these tools serve our users?” Thankfully we got to the second question, but we got there backwards…

Library 2.0 isn’t about technology. Library 2.0 is about the user. Of course technology is going to be a major tool in that interaction, it has to. It’s the forum in which more and more of our users grow and live. That’s where we’re going to have to be prepared to meet them. And while we’re going there, what about creating more opportunities for them to meet each other?

Users and patrons. I think that’s an exciting prospect. All too often it seems that libraries and librarians are too concerned with libraries and librarians. Don’t we want to make people passionate about what we’re passionate about? I think that’s part of human nature. We want to connect with people who like what we like, and beyond that we want people to teach people about things we’re excited about. As a librarian, I want the users to be excited about my library, my collection, my interests. Who wouldn’t? It seems a no-brainer to me. Why isn’t it?

With that in mind and reading through Casy and Savastinuk one thing really stands out to me. The other major part of the participatory library experience is the one that governs everything we do: management. Sure time management, but I’m talking about people management. We can’t make these things happen without the buy-in from those above us. We can’t keep these things active without support from the people that are directly involved and effected. That can take as much work as learning to use these tools. Actually, it could take more in many cases.

It bums me out when decisions need to fall down to ’survival’. I’d love it if we could all have wide open eyes of excitement. We need to be open to growth. We need to be open to change. Constant change and growth that brings us and our users together. If we don’t we’ll lose them. We’ll just be an empty, rusting husk.

(image http://flickr.com/photos/paleontour/2477757544/)

02
Feb

are you being served?

David Lee King blog: Library Services need a reboot.

Talk about seeing our users as adversaries… We know about these born digital users. We know it’s harder and harder to get them to come in the front door. You’re not going to turn them on to the library by giving them negative service experiences, are you? That’s not even good self preservation.

Thanks to librarianinblack for the link.




shelfless

the internet is just another library. rich, diverse, and incomplete. we create shelflists and catalogs to discover and rediscover.

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