...Day 1 Continued...
At 10:30, I chose to attend a session on Gaming, with the official title being Gaming: What Does it Have To Do With Books?. This session showcased 4+ speakers that spoke on gaming in each of their libraries. Their stories are as follows:
What about the violence?
It's important to remember that libraries already have materials that would/could be considered violent (books, movies, etc...). The library should already have a collection development policy in place which covers this issue. Games aren't ALL about violence (violence vs. action).
More gaming information can be found HERE
Gaming podcast can be found HERE
At 10:30, I chose to attend a session on Gaming, with the official title being Gaming: What Does it Have To Do With Books?. This session showcased 4+ speakers that spoke on gaming in each of their libraries. Their stories are as follows:
- Sarah Corey (sp) New York Public Library | Her take on Gaming..."games make learning fun!" She also gave many positive outlooks for gaming in the library: "games offer a range of solutions just like in Real Life," "games include and encourage experimentation and risk-taking," "games break down language barriers." Sarah also focused on the fact that teens are the gaming experts which creates community involvement, along with a teen-run programming atmosphere. This teen-run programming has positive peer influence! Gaming also generates alternative literacy where teens/gamers are expressing themselves in new ways. All of us need to realize that k-12 children of today are growing up with this "new" technology, therefore these children think in a totally different way than we do. This "new" technology is forcing libraries to adapt to the culture. A programming idea would be to bring in gaming techs to teach teens about careers in gaming.
- Florence, CO | Unfortunately, I didn't get the name of this speaker, but the library is in Florence, Colorado. This public library has tried to set up a "community center" with the idea that if you don't OFFER, they WON'T come! Sometimes libraries have the opposite thinking by saying they WON'T come, so why bother OFFERING? This is most definitely wrong thinking! This Colorado library held its first gaming tournament with borrowed game systems and its gaming motto has been that games offer a different kind of world, just as books offer a magical world.
- Western NY School Library System | Again, another no name for this presentation, but lots of great information on gaming in the classroom. This school system is trying to bridge the gap between games and libraries and is realizing the fact that the foundation has been present all along! Their take is as follows: games connect learning and play increases learning, perseverance and multiple view points are new education standards that can be taught through games (ex: 1960 President Election Game = authentic learning through authentic gaming).
- Academic Library Setting | Book: What Video Games Have To Teach Us About Learning and Literacy by James Paul Gee = games are changing the way patrons want service. Book: Gaming in Academic Libraries by Amy Harris and Scott Rice. Gaming Events in a college setting provide what students actually want to be doing! Gaming events show how coursework and curriculum can be fun with an end result being a gaming career.
- Have a GOAL! Start with your library mission and consider why you want to start gaming (to draw people in that normally wouldn't enter, extend existing services, become a community hub, supporting curriculum, marketing, etc...)
- Choose games that will meet your goals and then remember to do a thorough assessment.
What about the violence?
It's important to remember that libraries already have materials that would/could be considered violent (books, movies, etc...). The library should already have a collection development policy in place which covers this issue. Games aren't ALL about violence (violence vs. action).
More gaming information can be found HERE
Gaming podcast can be found HERE



