Title: Grand Theft Library?
1Grand Theft Library?
- Overcoming Resistance to Video Games in the
Library -
-
Anthony Petryk - Carleton University
Library Laura (Pallister) Carter - Kingston
Frontenac Public Library Ontario Library
Association Super Conference 2009
2Agenda
- 1. Introduction to gaming
- 2. Motivation for games in the library
- 3. Case Studies Kingston Frontenac Public
Library - Carleton University
Library - 4. Dealing with resistance to gaming initiatives
- 5. Common objections - and how to respond to them
- 6. Closing thoughts and discussion
3Introduction to gaming
- Gaming can be card games, board games, console
video games (Wii, XBOX, Playstation) or computer
video games. -
- Wide variety of video games on the market
- First Person Shooter Call of Duty
- Racing Games Mario Kart Wii
- Role Playing Games Mass Effect
- Rhythm Games Dance Dance Revolution
- Sports Games Madden NFL 09
- Simulation Sims, Nintendogs
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- This presentation will focus on video games.
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4Introduction to gaming (continued)
- Pew Internet and American Life Project study from
September 2008 indicates basically all American
teens play some sort of game regularly, and half
of them play everyday. - Pew study from December 2008 indicates that 53
of American adults play some sort of video game,
handheld electronic game or computer game. A
third of players 65 and over play every day, and
20 of younger adults playing daily. -
5Agenda
- Introduction to gaming
- Motivation for games in the library
- Case Studies KFPL and CUL
- Dealing with resistance to gaming initiatives
- Common objections - and how to respond to them
- Closing thoughts and discussion
6Motivation for gaming in libraries
- Playing games helps develop and maintain
cognitive ability -
- Decision making - Spore
- Logical thinking - Puzzle Quest
- Problem solving - Legend of Zelda
-
- Some newer games also help improve physical
ability -
- Fitness - Wii Fit
- Hand-Eye coordination - Wii Sports
- Manual dexterity - Guitar Hero
7Motivation for gaming in libraries (continued)
- Games can also help teach basic life skills
-
- Information retrieval - World of Warcraft
- Money management - Animal Crossing
- Reading - Elder Scrolls Oblivion
-
- Gaming is frequently not a solo activity - it
typically makes children/teens more social, not
less. -
- Gaming teaches children and teens that it is okay
to fail - you can modify your strategy and try
again. -
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8Motivation for gaming in libraries (continued)
- Games and gaming is now a research area in its
own right -
- Computer Game Development
- Game Developer Research (CMP Media)
- Interactive Multimedia Design
- Simulation and Gaming (Sage Publications)
- Social and Cultural Studies
- Games and Culture (Sage Publications)
-
- Also a growing body of game-related literature in
education, psychology, etc. -
9Motivation for gaming in libraries (continued)
- Libraries can benefit from gaming initiatives in
measurable ways - Increased circulation statistics
- New membership from under-served populations
- Teens
- Seniors
- Financially disadvantaged
- Increased program attendance
-
- Library should be an enjoyable destination that
is responsive to user needs and requests - give
them what they want!
10Agenda
- Introduction to gaming
- Motivation for games in the library
- Case Studies KFPL and CUL
- Dealing with resistance to gaming initiatives
- Common objections - and how to respond to them
- Closing thoughts and discussion
11Case Study KFPL
- Decision to pursue Gaming at KFPL came out of
- Staff interest
- Perceived teen interest
- An awareness that gaming programs were extremely
successful at other libraries - Sent proposal to management, tied gaming
initiative to the KFPL Mission Statement The
library is a major source of leisure activity. - Cross-functional Gaming Committee formed in
October 2007, asking two main questions - "Where can we go?"
- "Do we want to go there?"
12Case Study KFPL (continued)
- Decided to go with console gaming
- Build a collection for lending
- Buy hardware and games for programming
- No new money in library budget, so explored
alternate sources of funding. Received a grant
from the Library Strategic Development Fund -
- "The support of the Government of Ontario,
through the Ministry of Culture, is gratefully
acknowledged!" -
- Initially a pilot project only see what could be
accomplished with the grant money
13Case Study KFPL (continued)
- Collections
- Selecting (staff, patron involvement, TAG)
- Purchasing LSC? Retail?
- Cataloguing
- Housing/Security
-
- Programming
- With partners
- In-house
-
- Publicity
- Grant
- Collections
- Programming
14Case Study KFPL (continued)
- Training
- General awareness of gaming initiative and goals
- Equipment and game training
- Evaluation
- Surveys
- Statistics (June 2008-January 2009)
- Currently 129 games in system
- 930 circs
- 2087 reservations ever
- Ongoing Funding
15Case Study CUL
- "Games in the Library" started as a request from
the faculty to support teaching/research programs
in two areas Computer Science and Industrial
Design. - Well-received by senior management due to the
library's and university's most recent strategic
directions -
- Carleton Library 2008-2010 Strategic Plan Sets a
goal to "develop specialized library ...
collections." - Carleton University 2008 Strategic Plan Supports
a new area of endeavour for the university - "new
digital media ... such as digital game studies
and cybercultural studies". -
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16Case Study CUL (continued)
- Formed a "Games and Immersive Media" working
group -
- Project scope
- Contemporary collection
- Gaming lab
- Archive collection
- Membership from across campus
- Faculty
- Computer and Communications Services
- Student Academic Success Center
- Library (Archives, Reference, and Systems)
- Formal project proposal due by Spring
-
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17Case Study CUL (continued)
- Initial reactions to the Games in the Library
-
- Collections Department uncertainty about
acceptance parameters, dealing with a new media
type. - Technical Services questions about testing,
creating backups, details in item records, etc. - Reference unease about budget reallocation,
offensive content. -
- In general, a feeling that the project is moving
ahead without sufficient consultation lack of
communication that we're still at the project
proposal stage. -
18Agenda
- Introduction to gaming
- Motivation for games in the library
- Case Studies KFPL and CUL
- Dealing with resistance to gaming initiatives
- Common objections - and how to respond to them
- Closing thoughts and discussionscussion
19Dealing with resistance to gaming initiatives
- So you have a mandate to move forward with a
gaming initiative. How do you get everyone on
board? -
- Successful buy-in from both staff and users
requires - Communication
- Involvement
- Repetition
-
- - Crit Stuart (Georgia Tech), Scholars
Portal Day 2009 -
20Communicating with staff
- Demonstrate the demand from users (patrons or
faculty) - May be difficult to find hard data at first
- Talk about success stories at similar libraries
- From the library literature
- From conferences such as GLLS
- Create an internal FAQ
- Take an active role in debunking rumours
- Make sure front-line staff know enough about the
project to answer questions from the public -
-
-
21Communicating with users
- Create polls and blog entries on public website
- Be ready to respond to negative comments
- Post a public version of the internal FAQ
- Create book displays about gaming
- Include fiction, nonfiction, and magazines
- Tailor some displays to gamers, some to general
public - Offer "Gaming for Beginners" workshops
- Use staff's personal equipment, if necessary
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22Communicating with users (continued)
- Dedicate a highly visible space to the new
collection - Put up a "coming soon" sign well before the
launch - Attract external publicity (free publicity)
- Still a "story" for most journalists
- Invite politicians - great exposure for them too
- Stage the official launch in a high traffic area
- Be ready to do some damage control
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23Involving staff
- Form workgroups with diverse membership
- Gamers and non-gamers
- Representatives from all departments
- Ask subject specialists to find related materials
in the collection for course/subject guides and
displays - Wii with the staff in the lounge, or at a staff
party - Newbies prefer to watch then try it on their own
in private
24Involving users
- Consult with special interest groups
- Teen Advisory Group
- Friends of the Library
- Student Gamer's Association
- Faculty with a teaching interest in gaming
- Ask users what titles should be in the collection
- Informally - at the circulation desk, etc.
- Formally - on request for purchase forms
- Send out a call for donations, or host a game
exchange - Ask users to help design new gaming programs and
spaces
25Repetition
- Conduct a series of polls or surveys that build
on each other. - Do you play video games?
- Do you think the library should collect video
games - Which console(s) should the library support?
- Post progress reports and/or meeting minutes to
your library blog and intranet - Chat about the project informally.
- Start publicity well before the official launch
- Leave some time for people to digest the idea
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26Agenda
- Introduction to gaming
- Motivation for games in the library
- Case Studies KFPL and CUL
- Dealing with resistance to gaming initiatives
- Common objections - and how to respond to them
- Closing thoughts and discussion
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27Objection 1 Traditional materials
- "Libraries are about books and information -
games don't belong there." -
- The same objection was raised when libraries
started collecting magazines, movies, and music. - This is an opportunity for libraries to take a
lead role in immersive media. -
-
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28Objection 2 Educational value
- "The research has yet to show that so-called
'educational' games offer anything of value to
teachers or students." - This is a still a young research area.
- Most educational games are created as prototypes
by researchers, not by the gaming industry. - It is our role to support research, not stifle
it.
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29Objection 3 Inappropriate content
- "Games are simply too violent for my children."
-
- Many popular games do not contain offensive
content. - Each games comes with a rating from the ESRB.
- The library can help parents/children select
titles that are suitable for them.
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30Objection 4 Theft
- "Why buy games when they're just going to get
stolen within the first week?" - All materials that circulate a lot are at a
greater risk of theft. - Game discs can be kept behind the circulation
desk, and equipped with security tags.
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31Objection 5 Identity crisis
- "Librarians shouldn't jump on any new trend to
try and keep their institutions relevant." -
- Perhaps libraries should become early adopters
and experiment more. - Video games have been around for decades now.
- Digital interactive media is likely to be
ubiquitous in the future. -
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32Objection 6 Funding
- "In the current economic climate our budget is
just too tight to support a new initiative." - In tough economic times, people are more likely
to use the library - great time to launch a high
profile service. - Could money be reallocated from other budget
lines for a pilot project? - This initiative fits into the library's strategic
plan.
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33Objection 7 Favouritism
- "I've been coming to the library for 47 years,
and I don't want games - I want romance novels.
Teens get all the attention these days..." - We're not going to stop collection romance
novels! - The public library is for everyone.
- Many games help breach the generational gap.
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34Objection 8 Financial need
- "People that borrow games already own a console
to play them on, which means they can afford
400 entertainment expenses. The middle and
upper classes doesn't need to borrow games - they
can just buy them." - Libraries also need to buy gaming equipment and
offer programs for people who can't afford it.
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35Objection 9 Changing workplace
- "This means more work for us at the Circulation
Desk and in Tech Services." -
- Documentation is available on best practices for
cataloguing and processing games. - Working out all the details can be a fun project
- if given enough time. - Game consoles are no more complicated to operate
than DVD players (or microfilm machines!).
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36Objection 10 Disruption
- "With people playing games in the library, I
won't be able to hear myself think." -
- Today's libraries should have both quiet
study/reading areas and noisier interactive
spaces. - Gaming equipment is relatively portable - move it
in and out of meeting rooms as necessary. - Headsets can be included in the gaming budget.
37Agenda
- Introduction to gaming
- Motivation for games in the library
- Case Studies KFPL and CUL
- Dealing with resistance to gaming initiatives
- Common objections - and how to respond to them
- Closing thoughtsts and discussion
38Closing thoughts and discussion
- Try not to downplay people's concerns, especially
about inappropriate content or lack of funding - Unless they're already sold on the idea, most
people do not respond well to a fanboi (or a
fangrl) - Many people will only get behind a new
program/service once they see that it is
successful - Games are fun, but they're not for everyone
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39Bibliography and Further Reading
- ALA TechSource Gaming, Learning, and Libraries
Symposium - http//gaming.techsource.ala.org. -
- Children's Technology Review, published monthly
by Active Learning Associates -
http//www.childrenssoftware.com/. -
- Don't Bother Me Mom -- I'm Learning! How
Computers and Video Games are Preparing Your
Child For 21st Century Success and How You Can
Help! by Marc Prensky, Paragon House, 2006. -
- Gamer Dad - http//www.gamingwithchildren.com/
40Bibliography and Further Reading
- Grand Theft Childhood The Surprising Truth about
Violent Video Games and What Parents Can Do by
Lawrence Kutcher and Cheryl Olson, Simon and
Schuster, 2008. -
- Pew Internet and American Life Project -
- http//www.pewinternet.org/.
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- What Video Games Have to Teach Us About Learning
and Literacy (2nd edition) by James Paul Gee,
Palgrave Macmillan, 2007. -
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