Ltr Gaming And Libraries
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18-Nov-2014Category
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2nd LTR group report for 610:550, Rutgers University
Transcript of Ltr Gaming And Libraries
- 1. Gaming and Libraries:Learning From the Intersections
By Jenny Levine
Charlie Terng, Darlene Davis, Ryan Dement, Jen Lemke, Elizabeth Dunn - 2. Lessons Weve Learned From Society
- 3. Lessons Weve Learned From Society
Violence and Videogames
Most people assume a causal link between violence and videogames.
In 2007, only 15% of videogames sold were rated M or adult.
Just as not every PG-13 movie is appropriate for every 13 year old, not every E or T game may be appropriate for every child or teen. - 4. Lessons Weve Learned From Society
Grand Theft Childhood: The Surprising Truth About Video Games
In 2004, Drs. Kutner and Olsen initiated the largest and most in-depth unbiased study of video games in the U.S.
Over 1,200 middle school students and 500 parents surveyed over a two year period
Report described some behavior problems linked to videogamesbut not how most people would expect - 5. Lessons Weve Learned From Society
Grand Theft Childhood: The Surprising Truth About Video Games
Girls more than boys (12% vs. 3%) were more likely to report bullying, being in fights, or trouble in the classroom.
Only one problem behavior (hitting) was significantly linked to near-daily game play.
The vast majority of M-gamer kids did not report the behavior problems long associated with violent video games.
Boys who didnt regularly play video games were more likely to get into fights than any other group.
M-game players were significantly more likely to play games in social settings, with one or more friends in the same room. - 6. Lessons Weve Learned From Society
Grand Theft Childhood: The Surprising Truth About Video Games
www.grandtheftchildhood.com - 7. Lessons Weve Learned From Society
Benefits of Playing Video Games
Allow teens to try on roles and behaviors in a safe environment
Provide practice in planning and anticipating consequences
May help teens manage difficult emotions
May promote involvement in sports/exercise
Can improve visual/spatial skills
Provide a focus for socializing
May provide a source of self-esteem and pride - 8. Lessons Weve Learned From Society
Pew/Internet study Teens, Video Games, and Civics, released September 2008
Only 24% of teens ONLY play video games alone.
Some qualities of game play have a strong and consistent positive relationship to a range of civic outcomes.
Teens who take part in social interaction related to games are more engaged socially and civically - 9. Lessons Weve Learned From Society
The Civic Potential of Video Games
A must-read for any library offering or considering offering game play
Gaming in public spaces help nurture democratic values and political engagement
Model John Deweys conception of democratic community, therefore can be useful learning tools, especially in a school setting - 10. Lessons Weve Learned From Society
What does any of this have to do with libraries?
Dont have the constraints of schools (time, No Child Left Behind)
No barrier to entry
Safe, noncommercial space
Diversity
Libraries offering this kind of space and experience are seeing success - 11. Libraries, Videogames and Civic Engagement
- 12. Libraries, Videogames and Civic Engagement
A Pew/MacArthur study found that playing video games can offer opportunities for positive civic experiences for youth and foster connections to the community.
Providing opportunities for youth to play games together in a safe, non-commercialized space gives kids a place outside of school to come together, meet new people and learn to resolve their differences without adult intervention. - 13. Libraries, Videogames and Civic Engagement
The focus groups interviewed for the report maintain that key appeal of libraries was the transformative power of libraries to make people better human beings.
This transformative powernot booksis our brand as libraries, and this happens in relation to people, communal spaces, social programs and a wide variety of services beyond books.
Gaming programs draws in patrons otherwise unlikely to visit the library and encourages them to use the library for purposes other than gamingeven checking out books! - 14. Libraries, Videogames and Civic Engagement: Case Study #1
Case Study #1
John C. Fremont Library in small rural town of Florence, Colorado serves about 5,000 people
In the 4,000 square foot library, small space in corner devoted to gaming which contains a TV, an Xbox, a Game Cube and Play Station 2
There is no video game or movie rental store in the areavideo games are the second highest circulating collection of library - 15. Libraries, Videogames and Civic Engagement: Case Study #1
Gaming has truly transformed the library into a youth friendly place and improved the communitys opinion of the library.
Holding tournaments and making games available for checkout draws people who would normally never set foot in a library.
Video gaming is not just marketing strategy but a supplement to other library activities. - 16. Libraries, Videogames and Civic Engagement: Case Study #1
Tournament Structure
Open to all ages, but mostly frequented by teens
In order to compete, must have a library card and no outstanding fines
Two or three gaming stations are available
Normally held Saturdays at 2:30, 30 min. after closing
A bracket system used to determine when people play
Food is always available
Only rule is NO MATURE-RATED GAMES ALLOWED
Since inception, held every other month - 17. Libraries, Videogames and Civic Engagement: Case Study #1
The library often collaborates with other community organizations and schools for gaming tournaments
Tournaments have been held for middle school and high school as incentive for academic achievement - 18. Libraries, Videogames and Civic Engagement: Case Study #2
Case Study #2
Ann Arbor District Library in downtown Ann Arbor, Michigan serving a much larger population (millions)
Averages 3 event gaming weekends per month , with different games and format for different audiences, which all began with a Mario Kart tournament for teens in August 2004
One of the first public libraries to experiment with gaming to attract kids and teens - 19. Libraries, Videogames and Civic Engagement: Case Study #2
Key part of the experience is a redefined understanding of the library
After
The library is awesome!
The library has exactly what Im into!
The library does it better than anyone!
The library give me something I cant get anywhere else!
Before- The library sucks.
- 20. The library has nothing of interest.
- 21. The library would do it wrong.
- 22. Who needs libraries anymore?