Opportunities for Game Culture and Technology in Public Libraries
– games as immersive, experiential literary form – game play as emergent narrative
walt mentions web 3.0! (third place) has more than 80,000 channels right now
20,000 open source collaborators, which averages out to 2 per project
making games as career develoment – unreal tournament
Kinetic City as a standard for science standards – oriented only to 12–year olds
unfortunately, I missed the rest of Walt’s talk, but I’m sure you’ll be able to find more blogger notes about it at http://technorati.com/tag/gaminginlibraries2005
The Gaming Generation & Libraries: Intersections
defined Massively Multiplayer Online Games (MMOGs)
people end up spending a lot of time in these games worrying about things like crime, families, etc.
spotlighted Lineage II
audience question: what happens in a game like this when you die?
audience question: is there an overlap to playing multiple games?
showed Everquest money for sale on ebay
intellectually rich environments
— missed a bit while we looked for Michael’s suddenly missing Airport Express!!!! — anybody seen it?!
talked about massive sites that fans maintain (similar to Wikipedia)
MMOGaming isn’t replacing literacy activities. It is a literacy activity.
so what’s up the media scare?
systems of reciprocal apprenticeship
mentor actually teaches, without waiting for the apprentice to get an 85% or better on the quiz
so what’s of value?
ethos of meritocracy
videogames are a push technology
why should libraries care about videogames?
“social mod” – put aside their fighting to “farm the farmers” to get rid of the people making money off them; the company that made the game had NO idea this was going on!
showed a mod (built for fun) downloaded more than 1400 times
— found the missing Airport YAY! wireless network is back up! —
idea of third place
audience question: is there the possibility for mutiny in Lineage?
next Games, Learning, & Society conference will be June 15–16, 2006
Technorati tags: GaminingLibraries2005
The Gaming Landscape: College Students, Gaming & Learning
spent a lot of time gaming on Plato, very little time spent on it learning
Pew’s funding runs out at the end of this month?!
Background for The Gaming Landscape study:
3 categories of games that are not mutually exclusive:
what we know:
of the 27% of college students who said they do not occasionally or regularly play video, computer, or internet games at all the primary reasons for not playing:
what was interesting is that to them, pulling out your cell phone and playing a game while waiting for a friend didn’t constitute “gaming” for them
more women than men reported playing computer and online games (60% women to 40% men)
69% were exposed to video games in elementary school! online games come as they get older; jr. high/high school and college, move to online and computer games
one of the ways kids move through the types of games and what they play, it’s a deliberate setting for activities
when do they play?
where do they play?
in what ways, as children grow, are they still acclimated to libraries?
does gaming impact their academic lives? – got contradictory answers
– 69% said they’d never used a video, computer, or internet gaming in the classroom for educational purposes; which means 31% have! (glass half full?)
they want realistic graphics, excitement, interactivity in games
the younger the student, the more likely they are to play games
is there a gaming divide?
teaching higher math seemed to make more sense in something like the Cave, which costs $500,000–$1 million for 10’ x 10’; it IS networked, though, so can share environments!
are these fiction or nonfiction environments? do we have standards by which to judge? important for libraries to consider if we’re going to create virtual worlds
– global high-speed networks will have an impact on gaming (there are everquest users from around the world)
audience question: have they ever asked how many people are playing board games?
audience question: are they looking at data from forums
audience question: if we integrate the gaming more fully, do librarians become the introducers? we already have a 10–week computer club for middle school kids who don’t even have email accounts
audience question: given the number of hours people play games, do you envision or have there been any studies done correlating gaming and sustained reading?
audience question: you’ve noted the interstitial use of gaming, which seems at odds with the dashboard theories in the last session
Technorati tags: GaminginLibraries2005
Les gave the first keynote speech of the symposium: New Landscapes for Libraries
courses in GSLIS and across the University of Illinois, Urbana-Champaign to use gaming and new media
“A Box of Books” (“The B Model”)
the bumblebee shouldn’t be able to fly, but they do
Ronald Coase argued in 1937
Extrapolate that to Information Transaction Costs
= each has a cost each contributes to the cost of other activities
in the year 500, what it cost to copy information (monks writing) vs. now
increasing pressure to profit from every customer “touch” (lending transaction)
increase circulation via CRM
hooking them with something else and then pushing the book on them maintains the symbolic status quo
but libraries should maintain the stewardship of resources
can libraries benefit from this new landscape?
What’s in a Library? (“The K Model”)
critical role of innovation for society:
World Bank Study: 2–5% of the population will become entrepeneurs, will become producers instead of consumers
Library as venue of community & cultural innovation
(Aaron comments that I probably love all this because of my interest in participatory culture. He’s right!)
can view games as a ubiquitous reflection of emerging culture
example of Les’ son and Harry Potter
woman that studied apprenticeship in African tribal cultures
however, there are some issues with that:
the world of gaming is primarily one of open systems
libraries depend on the stability of structure, content, and meaning; on control over quality (who assures the quality of information)
The Primer: Neal Stephenson’s Diamond Age
showed Guild Wars Information Environment
faculty at U of I bought an island in Second Life and they’re keeping information there and meeting there!!!!!!!!!!!!!!!!
showed video of a large, immersive “book” where the person moves their hand and the pages change (too cool!) – VR goggles
an immersive, virtual environment with few clues for navigation
Gaming and Libraries: I model
– virtual place extensions (library services in other places)
how do we create these new venues to exploit these new transaction costs?
mentions Apolyton University for Civ III
advocates getting away from thinking about libraries in any kind of a traditional way
audience question: the expense of creating games like “the cave”
audience question: are there studies that show our imagination changes in these immersive environments
audience question: World Bank study about entrepeneurship – are gamers becoming producers?
audience question: if looking for parallels to immersion model, as a musicologist, he was part of a trend where they got the original instruments and immersed themselves into the period; similar parallel – has really reshaped their thought to what went on during that time; but by revisiting the past, it’s a wonderful learning environment
audience question: mentioned looking at museum game metaphors, what kinds of services would you like to see libraries provide for academics like yourself?
audience question: we do gaming at my library, and bridging the gap between haves and have-nots seems to be a big piece of this; all types come together for the gaming, though, and become a community; do you agree this might be a new role for libraries? a melting pot with gaming as a catalyst?
audience question: Arizona state university is trying to innovate in this area, exploring gaming – trying to build a game to teach information literacies; want their catalog and databases to be more immersive and look more like gaming; how do we begin to put these ideas into actions? what kind of skills should we be looking for in IT people, recent graduates, etc.?
audience question: would avatars be useful in library tutorials? interested in the dashboard concept. do you feel that the complexity of the dashboard is what people find engaging?
audience question: I’m a programmer by accident and a librarian by profession; writing a game is not easy, so it’s no accident that only 2% generate all of this information that the rest of the world consumes; if you look at the library historically, 500 years ago we cataloged information that the world is flat, so it seems like libraries should be immersed in gaming; now realizes that it’s not wrong to collect bad information
audience question: was thinking of a model for the library as an IT center for the village/city
Kathryn: director of the LBJ library said we can’t predict the future, but we can shape the narrative; could these immersive experiences do that?
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