Archive for December, 2005

Gaming In Libraries 2005: Tue Dec 6: Christy Branston

December 14, 2005

Christy Branston from the University of Waterloo worked on a game to instruct library staff in Government Information when the GovInfo position was eliminated and the general reference staff was going to have to take these questions on.

Christy, a gamer herself (as evidenced from screenshots from the games she plays, mostly PC – SimCity, Tomb Raider, Myst, etc.) saw a problem and used a game to create a solution

Her own experience with SimCity 3000, a game that is entertaining with learning as a bi-product, helped her understand urban design and planning. This is a game that teaches economics, zoning, architecture, infrastructure, energy resourcefulness, sanitation politics and more.

She recommended James Paul Gee’s book What Video Games Have to Teach Us About Learning and Literacy to legitimize gaming. Christy suggested that substituting the words “Learning Object” for “Games” may get buy in from staff and faculty.
Games [Learning Objects] encourage people to experience the world in new ways
Games [Learning Objects] develop problem-solving skills
Games [Learning Objects] importance of affinity group

The University of Waterloo offered a class ARTS303: Gaming, Simulation and Learning taught by Dr. Kevin Hannigan. Students meet departmental needs for games that would teach Canadian history, evolutionary biology, skills in the working world, and preparing for residence life.

The class curriculum included the history of gaming to build a foundation, storytelling and creating compelling content, and strategy. Two elements the students revisited as they created the edutainment games were:
Bloom’s Taxonomy of Educational Objectives
Knowledge -> Comprehension -> Application -> Analysis -> Evaluation
and
Angelos’ Teacher’s Dozen
14 general research- based principles for improving higher learning in our classrooms, such as information learned in personally meaningful ways is more readily retained.

Games included:
RedPath Mystery used Blender, open source 3-D modeling software with a built in support network. Real-life mysteries provided clues and allowed users to draw their own conclusions.

RezLife built on the Half-Life gaming engine.

N.E.D. used VirTools, a 3-D gaming platform to teach networking skills to students & grads through a networking etiquette dummy.

Galapagos Sandbox created to get past a stumbling block in third year evolutionary biology. Used SimIsland model Darwin as God – manipulate climate, food sources, etc. to evolve the finch.

The ARTS303 experience helped Christy consider doing her Government Info training within a game environment. She offered some questions to consider for game based learning and library instruction:
Is it effective? Statistics say no (and so did Walt, yesterday).
What are commercial games doing right? No testing – accidental learning
Evidence based librarianship
Experiment on staff – take different learning styles into consideration. Prepare staff early – about a year in advance. Christy talked about online training, but kept the fact that it was a game a secret, then marketed by using a Survivor-esque tie-in of competition.

The Game University of Waterloo -> Information Services & Resources -> GovInfo Training
A coop student from LIS helped put it all together in the form of course/lessons, rather than modules. Lessons were accompanied by a task.

  1. Understanding Government
  2. Statistics & Data
  3. Canadian Legal System/Resources
  4. Best GovInfo Practices

The competition/collaboration aspects made the staff accountable. Tasks/Lessons are run on a timeline, and low budget prizes help to reward participants. Humor and Easter Eggs was added throughout the lessons. This was a test to make sure players read thoroughly, and a nod to a game design practice. Team standings are publicized. When a player admitted to “cheating,” Christy called it strategizing.

The game could be improved by offering instant feedback, and didn’t offer an opportunity to teach to the level of the learner.

Christy also had some suggestions for why educational games fail – they become too task oriented, and the fun gets lost. Libraries are a great place to start fitting in with game design curriculums.

She concluded with some thanks and some references before taking questions.

Although the game is on a password protected webpage, we may be able to access it publicly at some point.

Gaming In Libraries 2005: Mon Dec 5: Walt Scacchi

December 14, 2005

“BRINGING GAMES INTO K-12 CLASSROOMS IS A ROAD TO HELL PAVED WITH GOOD INTENTIONS. THERE ARE NO SUCCESS STORIES TO DATE.”

Walt Scacchi from the Institute for Software Research, and director of research for the Laboratory for Game Culture and Technology at U CA, Irvine framed his talk on “Computer Games in Libraries” in terms of game culture and technology, new game opportunities for public libraries and libraries as community centers for games culture and technology.

Game culture and technology recognizes that games are immersive, experiential literary forms. Game play is emergent narrative, gaming is a global industry, modding is practice based learning and career development, games are new media, new cultural forms, and game culture is a social movement.

Walt said he thought that radio, cinema, television and the Internet all had impact on libraries (ha!) and like those other new formats, will require dedicated physical space and special collections in libraries.

FPS focusing on storytelling and storymaking from a first person perspective – the player becomes the character, the character’s story becomes the player’s story.

Walt reinforced the idea that gaming is about reading and writing (even card games!). CSPorts.net tracks online gaming 3-4 million players a day over 78,000 servers (An analogy: every server online is like a broadcast TV station – over 80,000 channels.)

Games tops application area for open source projects/software, and only a small number of people are making mods. However, a small number of people can connect a lot of people. They can have significant impact though (think of six degrees of Kevin Bacon). Walt’s slide “When you program open source, you’re programming communism” demonstrated that social movements require an opposing force.

Games are also about creating careers. There is gameplay, and metagame play, and expertise evolves into jobs. Games are now coming with mod tools –Software Development Kits (SDK) that comes with the retailed game engine;1-2% takes on modding activity.

There is a layman’s guide to making mods that takes the ethics/consequences of mods into consideration. Example: Counterstrike mod – 95% of Half-Life purchases are to play the free download Counterstrike.

New languages are emerging such as “l33t.” Walt referenced a recent article “LA Renews its Libraries as Modern Civic Centers: more than just housing books, the new and refurbished librarians bring people together.” by Noam M. Levey, LATimes, 11/27/05

Walt gave an overview of New Game-related R&D efforts

  • Visual and performing arts – portals for artists, game as medium
  • Humanities and Social Science – machinima
  • Alternative Game cultures and venues – hot rod gaming computers (overclock and speed up computer to gain an advantage), LANs (socializing) GameCons (learning)
  • Science Learning and Technology Education
  • Games for informal education
  • Learning STEM domains and practices through immersive roleplaying


He spoke about an MIT experiment – players tried to turn Battlefield game (FPS) into a nightclub to get characters to dance together instead of shooting one another.

50 million units of the Sims sold @ $40 apiece; around 100,000 people turn the Sims into a storytelling medium. Hollywood screenwriters are testing out their ideas in games! A readership of 100,000 downloads is a successful publication. You can trecast, replay and rewrite someone else’s mod. The Movies, a new game, is a natural progression of the popularity of in-game film. The Movies embraces machinima as the whole point of the game. It’s been out for about 6 weeks, and a 6 minute movie “The French Democracy” gets its plot from the Paris riots of just a few weeks ago. Additionally, it is subtitled in English, not the primary language of the user. Use of a game to comment socially and politically on current events.

Gaming is social –LAN parties are opportunities for people to bring their hot rod computers and play with friends. These are BYOComputer events! An example: Quake con: 5500 participants, pay to play. And they pay (the average online gamer is 29, with a $70000 income and has high end game machine (around $5000 retail, worth up to $10,000 with “hot rod” mods).

You can have a LAN party anywhere there’s room: the mall, the subway. Stakes can be steep: $50,000 prize to winner. For some photos of LAN parties, mods, and game centers, check out http://www.games.org. Libraries might consider new operating hours to accommodate LAN parties.

Educational Games – is it an oxymoron? “Bringing games into K-12 classrooms is a road to hell paved with good intentions.” There are no success stories to date.

Some examples of science education game sites:
Kinetic City Games is a 2 million dollar site that partners with National Science Foundation and AAAS to meet science standards for grades 6&7. the games are in flash, because it’s the most ubiquitous computing environment worldwide. Flash is not 3-D.

The Heart of the Matter
from CERN features an “accelerate the particle” game that won a Nobel prize in particle physics 20 years ago. No rules on the site – it’s intuitive.

Games do have a potential for learning but we are not going to be able to do it through schools for 3-5 years. There may be venues to experiment with the learning capabilities in afterschool or science/art/history museum and library programs. There are only 250 science museums in the US On Sunday night at our speaker’s meet-up, Walt told me that (hopefully, I have this figure right, or he’ll correct me if I am wrong) 80% of science education is learned not in the classroom, but hands on at science museums, because the school system isn’t able to provide hands on learning opportunities)

Telemetry Indianapolis is a driving simulation and a mechanical engineering software appropriate for males ages 12-85.

What about kids who can’t read? The very young, ESL students, etc who need to meet those science standards in subjects like the environment or the human body. Walt worked on creating a game story with tasks that relate to national science standards – questions with a transparent interface and no textual questions.

Walt concluded by talking a little bit about ethnicity and games. People now buy computers before they buy televisions, and games may be a way not just to bridge the digital divide but to bring information to younger non-native and ESL speakers.

He left us with a challenge: Library Specific Games that might be created:

Knowledge Quest

  • A navigational or adventure/discovery game
  • Find and assemble knowledge from library resources
  • Acquire library research skills
  • Resident librarians are the mentors and masters of the game
  • This is a game that could be built with open source and community participation.

Interlibrary game grid

  • MLS a a public network of aonline information accessible through home work school and libraries
  • Create a virtual value added network for library patrons
  • Facilitate inter-library game play and game culture ie branches compete on Civ IV or create a movie together – collective moding.
  • Deploy online community information sharing systems
  • My game space web portals, blog, wikis, rss rofuns, etc – reading and writing!

Gaming In Libraries 2005: Mon Dec 5: Constance Steinkuehler

December 8, 2005

Constance Steinkuehler
The Gaming Generation and Libraries: Intersections

Constance focused her discussion on MMOGs: Massive Multiplayer Online Games, games that are highly graphical, foster online social interactions, have persistent virtual worlds, play is in real-time, perpetually accessible, loosely structured, offer freedom to do what you like.
“Escapist fantasy” yet emergent “social realism”

Her research has focused on Lineage II. The world of Aden is the “place” where Lineage is played. “In the three years of playing this game I have learned more about military strategy than I ever wanted to know,” said Contance, who chose to play a princess character that ended up as a guild leader. A 6 hour siege can be filmed in game – Constance showed a clip of a takeover of Dion castle light elves against dark and told the crowd it took 2-6 WEEKS to plan the seige (maps, meetings, strategy, etc).

A participant asked Constance, “What happens in a game like this when you die?” She explained there is no permanent death. You do lose experience points that make the character strong
(the idea of the game play is to level your avatar up by gaining experience and wealth).
Another participant asked if players “play many MMOGs games or stay loyal to just one?” She answered that generally, MMOG players are loyal to titles, because time investments make it difficult to jump ship.

MMOGs are significant because 6 million people play them (equal to the population of Chicago + L.A.)!

MMOG’s are economically significant. Trading sites like eBay allow the auction of in game items. The $3-$45 for a million edina = 1 platinum piece. In 2001, the world of Norrath (Everquest) was ranked as the 77th largest economy in the real world. Platinum trading higher than Yen & Lira, ranked between Russia & Bulgaria.

Constance’s 2 year ethnography of Lineage II revealed:

  • Socially & materially distributed cognition
  • Collaborative problem solving (group hunts) – like Cross Functional Teams as introduced by Glenn Parker planning to follow-up, diversity, self managed, crossover skills, group goals & individual accountability) like current workplace model.
  • Empirical model building (exploits)
  • Literacy practices
  • Negotiation
  • Authoring of identity
  • Systems of apprenticeship
  • Culture of collective intelligence

Her findings directly oppose fear about “The collapse of literacy and the rise of violence in the electronic age.” (a subtitle of a current book) and articles that say “These students will be more and more bad things if they are playing games and not doing other things like reading aloud” –CNET
“Video games are the fourth most dominant medium displacing print media and vying with other major electrons made in the lives of teens and young adult males…” (missed the source on this one)
“There is a basic social divide between those for whom life is a accrual of fresh experience and knowledge and those for whom maturity is a process of mental atrophy. The shift toward the latter category is frightening. Electronic media tend to be torpid.” NYT

Constance showed a convincing example of literacy in games, showing how what looks like a shorthand or code has a complex meaning decipherable by the players.

A line of in-game chat that reading:
afk g2g too EF ot Regen no poms
has meaning;
Away from keyboard, got to go to the Elven Forest to Regenerate; out of mana potion.
Furthermore the sentence contains a request (don’t type to me right now), a construal of events (here’s why) and an account (interpersonal). The abbreviations also acknowledge the player’s activity level and in game expertise, because the player is using abbreviations from beta versions of the game.

Other examples of literacy in-game are “orally” delivered narrative and in-game letters besides in-game chat, quests, in game books and manuals and environmental signage.

There is more to these MMOG virtual worlds than what is inside the magic circle of game play (web text, outside technologies i.e. VOIP). There are many information spaces to navigate:

  • Official fandom – discussion boards, fanfic, that are corporate sponsored
  • Unofficial fandom – guild pages, boards, annotated photo albums, ingame email accounts in player name, personal game blogs, fan fic (writing on 11th grade level)
  • Player generated content is more important and more accurate than what comes from corporate
  • Sites for collective intelligence (I don’t need to know everything, because I can ask someone else – everyone knows something)
  • Showed example of exchange with a middle school fan fic writer that demonstrated the playing is inseparable from the game play
  • Games are CREATING “print media” not displacing it.

The statement that “98% of all player generated content is crap” is not true! Player-generated content promotes creativity and is an exercise in preparing a publication, and creating and evaluating materials. In fact, MMOG literacy practices EXCEED national reading writing and technology standards. Constance showed an example of a story a middle school student had written that was on an 11th grade reading leve.

We have a cultural fear of technology (It was once thought that the telephone might ruin the American family, because loose women might call family men and seduce them away from their homes).

We have a fear of youth culture
Woodstock, rock ‘n’ roll

And we have a fear of what kids are doing, not whether they are doing it (and how well)

Another feature of MMOGs COnstance focused on was peer to peer, reciprocal Apprenticeship (a way of learning that doesn’t include a traditional overview/quiz/release cycle). Apprenticeship online consists of:

  • Engaging in joint participation
  • Scaffolding
  • Sequencing
  • Efficiency
  • Practice
  • Feedback
  • Focus of learned attention on goal
  • Routine & valued practice
  • Entrusting of more control to learner

Apprenticeship also departs a particular attitude or view of the world by modeling the type of player tutor wants apprentice to me: mentorship, procedural dexterity, efficiency, value of in game goods, equal distribution of opportunity.

Constance introduced the ethos of MMOGs
“Meritocracy Online” opportunities to be someone online that you can’t be in RL; the game is a space for people to become leaders not based on looks or presence. A powerful leader online could be an illegal immigrant welder offline.

MMOGs are a participatory culture, where production / consumption problematized and a collective intelligence exists. THere is an awareness of different games, multitasking across multiple attentional spaces, an ease with dynamic & evolving knowledge / practice, and the same Big D discourse in libraries, schools, games – different identity across. Games are a primacy of the subjective, a search not for goals, but for roles, and a striving for that identity eludes. Video games are push technology, but games are a push society as well.

Constance wrapped up with the question why should libraries care about MMOGs?
They are intellectually rich environments, sites for literacy practices (analogous to libraries or not!), and enculturation into practices and perspectives (participatory consumption) for example, not just reading the book, but rewriting and sharing it.

She talked about player mods as an example. One mod is when players rewrite the rules. For example, in Lineage they hold “Farm the Farmers” Day: guilds work together to clear encampments of farmers making real money in virtual economies. The game company had no clue about this social mod.

Technical mods are pieces of software to change your interface or improve the program.
They are very popular: average number of readers for an academic article is 1.8; one Lineage mod got 1400 “readers”

A modder identifies a problem, builds mod, distributes the mod, solicits feedback, talks to other modders, and the gaming practice becomes modding.

Movie mods are recorded gameplay, distributed to an audience. The example she showed was “Beer for My Horses,” a WoW movie from http://www.warcraftmovies.com.
It’s a music video composed from WoW images that has over 164000 downloads. When I searched for it to provide a link, this video game up before the original song!

A very important thing to note is that games are becoming 3rd places – just like libraries!
Games are social networks for building social capital: bonding (family & friends with things in common) and bridging (social interaction). Now the neighborhood is the bridge, and online the bonding is happening. Bridging introduces diversity of viewpoints, networking, media forms

Constance mentioned 3rd place characteristics, not a lot of time to get into it. A few: Neutral ground, Levelers, conversation is the main activity, accessible

If these issues are of interest, watch for more information about the Games+Learning+ Society conference June 15-16, Madison WI

Question from the audience: Is there mutiny in gameplay?
Constance: Oh yes! The possibility is ever-present. And there is a natural social progression of guilds. They form storm and regroup.

Gaming In Libraries 2005: Mon Dec 5: Steve Jones

December 8, 2005

Steve Jones wears many hats: Professor of Communication, Research Associate in the Electronic Visualization Laboratory, Adjunct Professor of Art & Design at the University of Illinois-Chicago and Adjunct Research Professor in the institute of Communications Research at the University of Illinois at Urbana-Champaign. He has worked on the Pew Internet and American Life Project, and is the son of a reference librarian in Skokee, presented the Gaming Landscape: College Students, Gaming and Learning. His introduction was a progression of his use of computers from 1970: communication, learning, productivity and learning.

Pew examines the role of Internet in every day life, daily tracking survey through random dial by phone (100000 respondents) to ask what they do online and why they are NOT online. Two gaming specific surveys took place in 2002 – a paper survey among students at 27 univerisity1162 responses and in spring 2005 online survey at 25 universities. He clarified the difference between marketing research on gaming (focuses on game adoption & revenue) and social science research on gaming (focuses on social issues such as gaming addiction, violence, isolation aggression).

One survey challenge was defining game categories. Crude division is as follows:
Video games consoles require tv and joystick.
Computer games require a computer run on PC/Mac
Online games require an Internet connection, often for multiplayer interaction

Data is still being processed on the more recent survey; the 2002 survey 70% played games once in a while, and 65% were regular or occasional gamers, 100% reported playing at one time or another; 27% who said they DIDN’T play had a lack of interest (20%) or felt games were a waste of time (13%), Steve said students reported the resources for game play are there – finance is not an issue.

Even gamers can’t define what a gamer is – mobile or handheld gaming “doesn’t count.” A new research opportunity may be to determine how gamers self define. More women than men reported playing computer and online games (60/40%), while console gaming was more equal (50/50%). Racially, gaming is still ubiquitous. Computer games (71%) more popular than consoles (59%) & online games (56%). 27% play video games daily, 31% play online games daily
37% play computer games daily. Twice as many college students play an online game (13%) as video game (6%); nearly half go online just to download or play games (45%)

More people are playing games than are playing poker or gambling online. No correlation has been found between online gameplay and gambling behaviors. Survey results show that as time passes, kids are exposed at younger ages, and there is a progression of starting with video games and moving into computer and online games.

Steve indicated that we need to get a handle on time management and gaming, examining how gamers make choices and what do they drop to fit games in?
College students play games after 9 PM and not so much before noon, and most games are played at their parent’s or friend’s homes. Library came in at 2%!

2/3 said that gaming doesn’t impact their academic performance, but it does cut into studying time. Gaming student report the same time spent studying as other students
only 31% reported using games in the classroom for learning, although 32% reported playing games not related to curriculum during class. Does this mean gamers are smarter or need to study less? 7 hours per week is the average (should be seven hours per CLASS).

All gamers want realistic graphics excitement and interactivity; racing, role-playing, adventure, & arcade games favored by video gamers while card games were predominate interest of computer and online gamers.

Findings demonstrate that gaming is integrated into everything else! It’s a multitasking activity that students do when they want to:

  • Take a break
  • Visit with friends (between IM)
  • As a brief distraction –going meta! Taking a break from a project or activity refreshes your vision and perspective when you return to the project or activity.
  • Alleviate boredom – anywhere.

If you’re gaming it doesn’t mean you aren’t paying attention. Gamers may not be singularly focused on the game. Do gamers have a need to be constantly entertained? asked Steve.

The younger the students, the more likely they are to play games. A survey of college faculty revealed that as age increases, the likelihood of faculty playing games decreases. We may be at a convergence – we may not be. Students will have greater facility, teachers will know the games they played. Will the gap ever be bridged, or will the older generations always be trying to catch up? This happens in libraries too – update or archive?

There is a “gaming divide” in terms of family income, not race. Does more money mean access to technology, freedom of time to play, or something else?

Steve introduced the VICI concept:
Visualization
Interaction
Collaboration
Immersion

Sometimes the content does drive the medium – for example, higher math can be a great application of the CAVE, while basic math can be accessible with print, video, computer, games, etc.

CAVEs, though basic with screens, projectors, stereo equipment, can cost $500,000 to $1,000000. Space is required to host a CAVE, and space is at a premium too. One benfit to CAVEs is that they are networked, so CAVEs at different locations can share environments and perspectives.

Immeradesk is similar – more portable
Geowall, Autostereo etc… large display walls with LCD screens
Could use 2 projectors to display a single walled 3-D environ for about $10,000 and standard tech maintenance

Applications include historical environments, like virtual Harlem. How do ethics come into play? Are these fiction or nonfiction environments that we are creating? How do we make it realistic and true and accurate?

Gaming has implication for proliferation of global hi-speed networks, understanding of other cultures and languages, in education, with the addition of majors in game studies and game designs. We need to gain more public support, which is “not all it could be.” Favorite arguments are that pop culture is frivolous, etc.

One audience member asked if non-computer games were addressed in the new survey; Steve responded yes, in the second round of surveys, questions about non-computer games were addressed – D&D, board games etc. but the respondants seemed narrowly focused on computer games.

Feedback from Carmel Clay

December 8, 2005

I am intrigued by your offer. Let me talk with my director and get back with you next week.
Best wishes,
Hope

I found out yesterday, that the teen librarian from New Castle was at the symposium with me, and wants to do a similar program. I may be able to do a surrounding city, city wide tournament.

I’ll keep everyone posted

Gaming Programs

December 7, 2005

Gaming Symposium

December 7, 2005

I returned from Chicago invigorated about the future of libraries. I am excited to see the new directions library’s will be headed, and hope that I will be able to fully participate in the future.
I have many ideas about video game collection development, librarian games, and opportunities for game (not just video) to find a place in the library.

Now I want to find a way to gain the information from ALA Video Gaming Night. Oh so many conferences and so little time/money.

URL: YALSA to host Teens & Technology Institute and Video Gaming Night at Midwinter

Technorati tag:

Carmel Clay

December 7, 2005

I emailed Carmel Clay Public Library. I hope I hear back positivly.

Video Games in Libraries

H**** **** B****

I am writing to you today, because I had an idea for an innovative program you could offer at your library. My name is Jami S************, and I am currently a SLIS student. I interviewed last summer for a position in the Young Adult department. Ever since that interview, I have continued to analyze what I have to offer libraries—Video games. Since the summer, I have explored video game’s role in libraries, and discovered a symposium, Gamming Learning and Libraries. I returned this morning full of ideas about what Indianapolis can do to reach not only our teen population but also all future generations. Two libraries created new programming that involves video games. One library has created a DDR tournament and a Mario Kart tournament for all ages with a six-month season, clans, and Blog to keep the participants excited. The other started with board games and video games, and now has a popular gamming program. Current Video game systems are preparing to be replaced by the next generation-X-Box 360, Playstation 3, and Nintendo Revolution, so I do not suggest the library purchase these materials. However, my husband and I have an apartment full of multi-player games that we would be happy to bring in once a month for a gamming group.

Hosting the games does not take many resources- time, space, projector onto a larger screen or TVs, teens, games, and cables. As a volunteer, I can supply multi-player board games (Cranium, Catch Phrase, Empire Builder, Monopoly, possibly Civilization…), a Nintendo GameCube, Multiplayer GameCube games (Mario Kart Double Dash, Super Monkey Ball, Kirby Air Ride, Super Smash Brothers…), Blog support, as well as assist in running the event, organizing an extended tournament, gaining business support, and in publicizing the event.. This should be an extended program open to everyone (even outside Carmel Clay), if we are going to implement it, because based on the growth to the two other libraries’ events, this will grow exponentially if the attendees know when to come back. Since this is a unique and cutting edge program, I wanted to come to you first, before organizing this on my own. If we start now, I am hoping we can plan something for Spring Break.

If you would like more information about the Symposium, you can read the notes from the Shifted Librarian, including links to other bloggers that were there.

I think this would be a great opportunity for Indianapolis, and for Carmel Clay.

I look forward to hearing from you,

J*** S************

Gaming in Libraries: Tue Dec 6: Eli Neiburger: “Implementing Gaming Applcations in Libraries

December 6, 2005

IF YOU DON’T OFFER SOMETHING THAT HAS VALUE TO THEM NOW, YOU’RE GOING TO BE IRRELELVENT FOR THE REST OF THEIR LIVES.”

Eli Neiburger, Information Access and Systems Manager at Ann Arbor District Library, showed off his Zelda tattoo and told us why we need to do and how to convince the brass in his presentation “Implementing Gaming Applications in Libraries,” complete with a menu of costs of equipment required.

This is like storytime! A social program that you can repeat exactly the same way for little money and get a bigger audience every time.

Bring in all ages – family tournaments, adult tournaments.

We don’t have much to offer gamers, who have independent wealth – this is unique

Sell something below cost – take a loss to get people in the door.

He explained the value added by choosing console games. Instead of 4 playing and sharing 1 TV, everyone gets their own and you can play 8 player at a time.

Consoles are relatively inexpensive, mostly plug and play, you don’t have to worry about viruses and compatibility issues and having the latest greatest software. Kids can bring in their own consoles for you to plug into a digital projector.

Do panel discussions, collaborative storytelling, or a video contest for the MMOG players.

He talked about why he is a Nintendo Fanboy the only people who are turned off by Nintendo are the ones who think they’re too cool to use turtle shells and banana peels. Those are the Halo players, and we stick to games that are rated E and T.

Super Smash Borthers has clout – it’s one of the two games played at major league video game tournaments

Three Nintendo games have LAN mode, Super Mario Kart is the superior. It’s deep (takes a long time to master, lots of characters with diverse moves and advantages/disadvantages, making it continually rewarding to play over and over for an extended period of time), competition is steep, and it’s rated E for everyone. The only complaint that might be lodged is that it encourages aggressive driving.

Why DDR?
Most popular with girls (until the recognize that get attention if they go to Super Mario Kart and Super Smash Brothers).
No matter what pads you buy, someone will complain. The Cobalt Flux ones are the best and most durable. DDR appeals to a large age range, there are open play and competition modes, and you can divide by preferred dance level.

Super Smash /Double Dash Tournament
6 month season
6 hour tournament
single player and team events allows kids to have more than one chance to compete.
sur-prize round – random game, easy to pick up (Wario Ware, Mario Party etc)
Gift card $70, $50, $30 to Best Buy, Game Spot budget donated by Friends)
Clan Party and Leaderboards – form a 4 player team throughout season, competing for their own prize – a clan cup and iPod shuffle prize. The teams only compete with themselves to get a higher score. Bonus for clans: new player recruitment

Championship Prizes:
PSP, iPod, Nintendo DS, Gameboy Advance
Add a wildcard tournament for new players and use the top 8 players

Mario Madness weekend – set up for event and do as many events as possible
Fri night/ All Day Sat & Sun

AXIS.AADL.ORG blog
Drupal powered website offers easy communication, promotion and instant community that gives their mania a focus and sustains interest. Eli showed the AXIS blog with 200 comments about the Thanksgiving weekend tournaments. Kids can use their Nintendo DS to register for tournaments.

Quick plug for blyberg.net, Eli’s Network Guy John Blyberg’s tech geeky blog.

Players who place 4th or high qualify to go onto the next level. Complete history of all players is logged online. A scorekeeping database is hooked into the web for live updates. Many Collectible Card Games have software or websites that allow you to collect stats.

“Oh, we don’t care if they have library cards,” said Eli in but you have a perk: you can register for the whole year and get advanced features. If we have to turn people away, card holder/tax payers will have priority.

Process:
Check In
Open Play
Build Brackets (decide who will play who – can go by order in which they sign up)
Qualifying Rounds – highest score moves on
Keep Score
Serve Food & Drink H2O for DDR
Elimination Rounds
Finals
Prizes

Staff requirements: scorekeeper, MC, minimum of 2 people. Teens can call the play-by-play off the race.

Eli admitted being christened the King of All Geeks by the kids, and as an aside mentioned that getting into their hearts and minds showed career options to these kids

Televise of webcast the event (note: read end-user license agreements!)

Eli showed clips from the DVD they burned of the final 3 hour season tournament, using older gamecubes that had two outputs – one can go to a component that records (Video Toaster worth around $15000). Add music (fan remixes), interviews, etc.

Eli recommended offering open play in-between tournaments, participants will self organize and finding geeks and teens to help (share equipment, partner with schools and nonprofits), ask for sponsorships, free & low-cost promotion (cross post on sites like http://www.DDRfreak.com).

Popular with parents as a slippery slope to other library services
Tournaments : video games :: storytime : picture books
Make your library a focus for their interests
Gets boys in the door
Guaranteed to produce gasps
Promotes core services to a tough audience (but don’t give them a bibliography)
It’s not all prostitutes and gunplay
They’re going to be taxpayers someday
It’s not just for teens
Provides informal feedback opportunity
Program during school breaks
Go on the road if you can

What’s Next?
Season 2 grand championship
MaddenBowl Tournament
DDR / Karaoke Revolution
Retor Octathalon
State of Gaming Panel
Mario Kart DS Anywhere League set times and get to any wireless location to play
Super Smash/Double Dash Season 3

Links Galore

December 6, 2005

From Blog Alley in the back row at Gaming Libraries and Learning:

Jenny Levine’s The Shifted Librarian:
http://www.theshiftedlibrarian.com

Chad Haefele’s Hidden Peanuts:
http://www.hiddenpeanuts.com

Chris Deweese’s Clam Chowder:
http://cdeweese.blogspot.com

Michael Stephen’s Tame the Web:
http://www.tametheweb.com

Aaron Schmidt’s walking paper:
http://www.walkingpaper.org

Kelli Staley’s The ‘Brary Web Diva:
http://www.kellistaley.com/blog.htm

And, check out the flickr photos! http://www.flickr.com/photos/tags/gaminginlibraries2005/