The post that follows is about the virtues of gaming written by Eli Neiburger, Ann Arbor District Library, and will help inform my future thinking around gaming in libraries; which will have to be worked through in the next year or so as we plan our new Young Adult library. Jenny Levine is another uber-librarian with a strong interest in libraries and gaming so her blog is worth following too: The ShiftedLibrarian and if you click here you can read the Library Technology Report, Gaming and Libraries : Intersection of Services (pictured above) written by Jenny .
Anyway, Cindi's blog is thoughtful and a must-read I have decided, and since I can't say it better than her here is the copied post:
Eli Neiburger, Assistant Director at Ann Arbor District Library, on gaming and libraries. This presentation concentrates on learning that happens in games (not on games designed for learning).
- Require advanced literacy (words and interface)
- Help users overcome achievement gaps
- teach reading comprehension
- teach skills useful in the workplace
- teach search skills
- teach that success requires risk
- teach delayed gratification
- teach perseverance with little risk of failure
Gaming events in libraries teach kids
- that the community supports them
- that the community values youth
- constructive use of their time
Gaming events in libraries teach kids (in a world where athletic ability is valued in schools more than anything)
- commitment to learning
- positive values (caing equality social justice, integrity, honesty)
- social competencies (planing & decision making, interpersonal competence, resistance skills, peaceful conflict resolution (peer pressure working for you: “shut up so we can play” rather than against you: “let’s see if we can get kicked out.”)
- positive identity: personal power, self-esteem, sense of purpose, positive view of failure
They are gaming among you: 72% of Americans play video games. more adult women than kids.
Where are people spending their money: music $21B; DVDs $23B; $24B games; books highest. media almost exactly divided, percentage-wise.
What is at stake if we don’t do this? ask a travel agent. our collections will become irrelevant if we can get veryting ever printed with an ebook; all networked information with an implant
Libraries = conversations through content. we take content that is normally consumed individually and make a social event out of it. Library is adding value to content; it’s what we’re here to do. Games are only a new format.
Good games for libraries: Wii: rock band, big brain, wii sports, super smash bros, pokemon, DDR
GTsystem.org - online tournament scoring and management tools
- includes blog, event registrations, brackes, generates leaderboards (local, regional, national)
- GTsystem wiki for rules and history
- synchronzed tournament days with online finals. winners play off each other online.
eli at eliworks dot com
Q&A: board games are really niche entertainment; video games have a larger draw