Gaming In Libraries: Who & Why

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Presented by Michael Sauers at the NEBASE Annual Meeting on 9 August 2007.

Transcript of Gaming In Libraries: Who & Why

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see themselves as a hero on a quest. are willing to experiment and keep

trying. are willing to seek expertise and ask for

help. desire to collaborate. learn from their mistakes and can adapt

quickly.

Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.

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thrive on fast decision-making & good at prioritizing.

are willing to take risks. are very good at multitasking and

continuous partial attention. are constantly seeking to be

challenged. are proactive rather than reactive.

Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.

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are format-agnostic. want to do their own research and

figure things out for themselves (no spoon-feeding).

are used to creating content. expect interaction, rewards,

customization, and multiple paths. have an inherent distrust of bosses.

Beck, John & Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press, 2004.

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Whack Your Boss @ http://www.doodie.com/anger_management.php

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http://www.theesa.com/facts/gamer_data.php

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a place to store stacks of paper a place where people can take books off

of the shelves a collection of fiction a place where children can learn to read a music store a movie theatre/movie rental store a computer lab a café

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"One kid told us videogames are gateway drugs for libraries.“ ─Eli Neiburger, Ann Arbor District Libraryauthor of Gamers… in the Library?!

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Teen After-Hours Game NightChatfield Public Library

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If your library is no place for games and entertainment then you must get rid of all of these…

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