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Grand Theft Library?

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Overcoming Resistance to Video Games in the Library ... can be card games, board games, console video games (Wii, XBOX, Playstation) ... – PowerPoint PPT presentation

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Title: Grand Theft Library?


1
Grand 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  
2
Agenda 
  • 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 

3
Introduction 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
  •  
  • This presentation will focus on video games.
  •  
  •  

4
Introduction 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.
  •  

5
Agenda 
  1. Introduction to gaming
  2. Motivation for games in the library
  3. Case Studies KFPL and CUL
  4. Dealing with resistance to gaming initiatives
  5. Common objections - and how to respond to them
  6. Closing thoughts and discussion 

6
Motivation 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

7
Motivation 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.
  •  
  •  

8
Motivation 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.
  •  

9
Motivation 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!

10
Agenda 
  1. Introduction to gaming
  2. Motivation for games in the library
  3. Case Studies KFPL and CUL
  4. Dealing with resistance to gaming initiatives
  5. Common objections - and how to respond to them
  6. Closing thoughts and discussion 

11
Case 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?" 

12
Case 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

13
Case Study KFPL (continued)
  • Collections
  • Selecting (staff, patron involvement, TAG)
  • Purchasing LSC? Retail?
  • Cataloguing
  • Housing/Security
  •  
  • Programming
  • With partners
  • In-house
  •  
  • Publicity
  • Grant
  • Collections
  • Programming

14
Case 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

15
Case 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".
  •  
  •  
  •  
  •  
  •  

16
Case 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
  •  
  •  
  •  
  •  
  •  
  •  

17
Case 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.
  •  

18
Agenda 
  1. Introduction to gaming
  2. Motivation for games in the library
  3. Case Studies KFPL and CUL
  4. Dealing with resistance to gaming initiatives
  5. Common objections - and how to respond to them
  6. Closing thoughts and discussionscussion 

19
Dealing 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  
  •  

20
Communicating 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
  •  
  •   
  •  

21
Communicating 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
  •   
  •  

22
Communicating 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
  •   
  •  

23
Involving 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

24
Involving 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

25
Repetition
  • 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
  •  
  •  

26
Agenda 
  • 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
  •  

27
Objection 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.
  •  
  •  

photo credit
28
Objection 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.

photo credit
29
Objection 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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30
Objection 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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31
Objection 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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32
Objection 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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33
Objection 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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34
Objection 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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35
Objection 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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36
Objection 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.

37
Agenda 
  1. Introduction to gaming
  2. Motivation for games in the library
  3. Case Studies KFPL and CUL
  4. Dealing with resistance to gaming initiatives
  5. Common objections - and how to respond to them
  6. Closing thoughtsts and discussion 

38
Closing 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
  •  
  •  

39
Bibliography 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/

40
Bibliography 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/.
  •  
  • What Video Games Have to Teach Us About Learning
    and Literacy (2nd edition) by James Paul Gee,
    Palgrave Macmillan, 2007.
  •  
  •  
  •  
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