Showing posts with label library. Show all posts
Showing posts with label library. Show all posts

Wednesday, July 2, 2014

Combining Games and Libraries: Thoughts on the ALA Conference

Guest author Amanda Cote joins us again to share her thoughts on a popular topic at the recent ALA Conference: Video Games in Library Collections.

Combining Games and Libraries: Thoughts on the ALA Conference
At this year’s American Library Association (ALA) conference, which wrapped up yesterday, game designer Jane McGonigal presented the opening keynote. For many people who are unfamiliar with the tech-savvy libraries of today, this may seem like an odd choice. After all, libraries are often seen as losing out to the powers of digitization and the e-book.
This perspective, however, ignores the many ways in which libraries fit into the modern age of information. The Institute of Museum and Library Services reports that the number of public computers in libraries has more than doubled since 2003. This provides an essential service to individuals who lack home computing or Internet access, but who need computers to keep up with job or educational demands. The number of materials circulated by libraries per year in the US has also reached over 2.46 billion. Many of these materials are in digital forms such as e-books. Libraries and librarians are very on top of the digital world. With that in mind, games and libraries make sense as partners in a number of ways.
McGonigal’s keynote on games, for example, described a combined online/in-person game that helped young people collaborate on a book. Five hundred young adults attended an overnight event at the New York Public Library, where they followed virtual clues through the library stacks and collected information for personal essays on how to make history. Organizers combined the essays into a book, which is now part of the library’s collections. This localized game helped attendees explore the library’s offerings and learn significant historical information while also having fun. Over 10,000 people originally applied to be part of the experience, demonstrating its widespread appeal. Although very few libraries have the resources of the NYPL, this is only one example of how libraries can use video games to achieve educational, cultural, and even entertainment goals.
Educational Reasons
Perhaps the most obvious way in which games could be useful is from an education perspective, as providing informative learning opportunities is a major focus of libraries. But research into learning shows that people learn in different styles, and they can struggle extensively when forced to use a style that does not work naturally for them. Traditional book-learning may be effective for one student, but yield only frustration for another.
This is one area where the addition of games to libraries can have a major impact. Many games have specific educational goals, such as learning math or practicing typing. While it is useful for libraries to stock these games, the diverse resources of a library also allow games to be used in more subtle ways.
For instance, games and learning researchers James Paul Gee and Kurt Squire both write about semi-historical strategy games like Age of Mythology and the Civilization series. These games do not teach history itself, due to the players’ input and control. However, they can be used to motivate interest in a particular area; Gee writes eloquently about how seven-year-olds playing Age of Mythology in a field study then sought out books or webpages on mythology. Some even crafted their own myths, writing original stories based on mythical characters and creatures. The introduction of a fun game led to broader topical interests and creative efforts.
In other cases, games offer new takes on historical narratives; Squire, for example, describes how in history classes, students are generally taught about European colonization from a political perspective. Through playing Civilization, they can also explore the way in which geographical conditions, like easy access to resources, matter to a culture’s success. When this information is added to or compared with their class narrative, students can reach new levels of understanding.
Through careful programming, libraries offer a perfect place to take advantage of games’ educational potential. Featuring a new game or game series, such as Age of Mythology, alongside a display of related materials will help library patrons make connections between games and real world history. Talks by authors or editors of associated books, like a collection of Greek myths, could also draw interest and expand on in-game learning.
Another way to make educational use of patrons’ interest in games is to connect their playing to other relevant areas. Materials on computer programming or game design, for instance, may encourage interest in a technological career, demonstrating how gaming can connect to concrete jobs. Libraries with computer consultants can even offer software training classes to help jumpstart this process among interested patrons. Alternately, libraries that have fewer internal resources could partner with local community colleges or tech schools.
Libraries have the resources necessary to connect the fun aspect of games to their educational aspect. Doing so may require careful programming and collaboration with experts (teachers, game designers or topic specialists), but game-oriented programs can yield impressive results.
Cultural Reasons
Games and libraries are also a great match due to games’ cultural impacts. Not only have games become a major part of popular culture, referenced in film and television on a regular basis, but they have also achieved higher significance as well. Scenes from games have been put on display at museums as prestigious as the Smithsonian American Art Museum. And they’ve even been the heart of important political debates, such as whether video games can be related to aggressive behavior or whether they deserve free speech protections. Libraries that want to provide their patrons with significant cultural and historical information should not overlook the importance of video games.
Books and the Internet may be enough to acquaint patrons with the history of games and computing. However, an archive of classic and modern games can bring that history to life, helping people visualize how graphics, mechanics and computing power have changed over time. For instance, our own CVGA has hosted retro video game nights in the past. Showcasing systems like the Atari or a Commodore 64 can help players develop more concrete knowledge about early games; younger generations of gamers may be astounded both by the limited graphics and by how fun many early games actually were.
Libraries can also collect game-related materials, such as advertisements or magazines. These materials can be extremely fun to explore, but they have great educational potential as well. From an academic perspective, I have been able to use the CVGA archive of gaming magazines to analyze how game marketing has changed over time with regard to gender. Game-related archives do more than preserve the history of games; they also showcase unique and important aspects of the past, demonstrating how society has changed over time with regard to its media use.
Entertainment Reasons
Last but not least, games have important entertainment value that can help libraries achieve success. Across the country, many libraries are facing funding cuts. Research on how libraries can more effectively advocate for funding demonstrates that providing information is not enough; libraries need to position themselves as a significant force in the community, bringing people together in a way that other local offerings do not. A video game collection and related programming could be one potential strategy for community building. In fact, libraries that already offer in-house gaming or game checkouts have seen many benefits, including greater circulation of non-game materials.
In terms of socializing, a game library has benefits. Many popular games such as the Mario Kart, Just Dance and Smash Brothers series are meant to be multiplayer; competing against other players who are in the same room offers a fun communal activity that cannot be completely imitated through online play. Although tempers may run high, and the selection of games for competitive play should be carefully chosen, events organized around gaming can make for unique community-building efforts.
Even without specific programs planned, the entertainment value of games could even help draw in new visitors. Following the death of video stores like Blockbuster, many gamers have found themselves without access to rental games. For players who tend not to replay games or who don’t want to buy a game that they may not like, a library that allows patrons to checkout games would be a great resource (and 15% of libraries already have programs in place for this purpose).
Further Suggestions
The ways in which games could be used to achieve a library’s goals are endless, and the suggestions provided by McGonigal at the ALA conference and within this post are only a starting point for librarians seriously interested in using games effectively. Further resources can be found at the ALA site, or through consultation with one of the many libraries that currently have game offerings.
Developing a video game archive can be expensive; new games from major publishers average sixty dollars each, while console release prices have ranged from $250 (the Nintendo Wii) to $600 (the PlayStation3). However, libraries need not offer the newest, top-of-the-line equipment in order to program effectively, and many older games and systems can be bought cheaply. Interested librarians should also be careful to acquaint themselves with the Electronic Software Ratings Board (ESRB) ratings for video game content, to ensure that purchased games are appropriate for the library’s audience.

Through careful game selection and well-developed programming, games and libraries can be a perfect match!

Thursday, December 1, 2011

Library of Congress' Video Game Collection

American Libraries Magazine recently published an article featuring the Video Game Collection at the Library of Congress.

According to the article, the collection preserves every game turned in for copyright registration, which works out to be about 10% of the games published each year. They collect the games themselves, along with promotional materials and guides associated with each game.

According to the Moving Image Materials collection policy listed on the LOC's website:
"Video games have become an established, popular medium of moving image entertainment which demand inclusion in the collections of MBRS. The Division is developing new approaches for the more systematic acquisition of video games, including playback consoles and platforms, the multiplicity of formats and their equipment needs, and the technical challenges in preserving the digital source files. The collection will encompass a wide range of examples of video game culture, to allow historians decades hence to fully understand this as a popular phenomenon, and not have simply a few games which seemed significant at the moment of release."

Read the article here.

Monday, November 7, 2011

Pondering the Issue of Games in Libraries

Phil Minchin of Port Phillip Library in Australia shares his views on why games are an overlooked but important addition to libraries via a blog post on the Library Journal blog.

In it, he points out a number of reasons why games should be in the collection, including that they are important elements of culture, that they foster community, and that they are art - the poetry of system.

Read more about his insights here.

Thursday, October 6, 2011

Libraries in Minecraft

Old Dominion University has taken the time to painstakingly recreate their library in the popular indie game Minecraft, and is currently seeking out ideas for connecting with current and potential users who play the game.

According to their website, they're planning a zombie invasion on their virtual library to celebrate Halloween, and who knows what might invade them next.

Check out the project here.

Tuesday, March 8, 2011

Video Game Book Table Display

Our library table display for March is books about video games:

Video Game Book Display

Video Game Book Display

Video Game Book Display

Video Game Book Display

Video Game Book Display

The books were selected by the ULAs (Ben, Rebecca & Stephanie) and me; Stephanie put together the presentation. Come by the 2nd floor to check it out, and there are many more books in the stacks!

Friday, January 14, 2011

Books!

Books? Yeah, we've got them too...

Recently we've started to add novels, comics and art books related to video games to the collection. Like Warcraft and Halo novels, The Art of... books, and the like. These books will be in the regular AAEL books collection (i.e. not kept down in the archive room) so you can check them out and read them like any other book in the library.

The books also have their own New Books feed: http://www.lib.umich.edu/aael/feeds/aaelgamebooks.xml

Thursday, January 6, 2011

Bibliobouts launched for classroom use

The game Bibliobouts, created by SI students from the University of Michigan, is getting more press as they prepare to be released for classroom use for the Winter 2011 and Fall 2011 semesters. Bibliobouts is "an online social activity that teaches players the skills they need to research academic papers," and can be used across disciplines.

Read more about it here, or check out the demo here by entering demo@bibliobouts.org as the email address and "demo" as the password.

Tuesday, April 6, 2010

Video Games Studies Guide

We've published a new LibGuide for Video Game Studies. It covers "the academic analysis of various aspects of computer, console, arcade, and Internet games," from both social science and humanities perspectives.

This guide was created by Ben Nanamaker, one of our University Library Associates here at the AAEL.

Wednesday, September 17, 2008

Moving In

We've started moving things into the game archive room, in the anticipation of opening up next week. Here are a few photos:

IMG_1510

IMG_1505

IMG_1506

IMG_1508

IMG_1509

IMG_1511

More to come!

Friday, August 22, 2008

Games!

A couple of days ago we received the first batch of new games that have made their way through acquisitions -> cataloging -> labelling. Here they are:

1st Batch of New Games

We received another large tote full of games today, so there's plenty more to come.

I've started an RSS feed for the video games that arrive; you can subscribe at http://www.lib.umich.edu/aael/feeds/aaelgames.xml

Friday, August 1, 2008

Progress Update Too

Very busy this past week:
  • Ordered lots of stuff: games, consoles, displays, controllers, etc. Should start arriving in the next week or two.
  • Fielded questions from folks in cataloging and acquisitions. We're doing lots of things that fall outside the normal work flow so many decisions have to be made. Our people in tech services are good at keeping the lines of communication open, and dealing with my sometimes bizarre requests.
  • Hired the staff position to manage the day-to-day operations of the archive. She starts in two weeks.
I expect things to really start to pick up in a couple of weeks, once the renovation work gets done on the room (and the wall goes up!) and the equipment starts to arrive and the games make their way back from cataloging and labeling and we can finally start putting things together.

Oh hey, the first games have started showing up in our catalog: go to Mirlyn and do a command search on:
( WSU= computer games OR WSU= video games ) and WSL= AAEL and WCO= GAME

Wednesday, July 23, 2008

Progress Update

I've been pretty busy working on the game archive over the past week. Some highlights:

  • Got the collection fund set up and started ordering games. I've ordered over 40 games so far, including games for PS3, Wii, Xbox 360, and Windows. Hopefully we'll have stuff through the acquisitions-cataloging-labeling pipeline in time for fall semester.
  • Found a source for a Wii so sent in that order as well.
  • Also ordered a handful of all-in-one retro game systems, such as the Atari Flashback 2.
  • Set up some budgeting spreadsheets using Apple's Numbers program (I've used Excel many times but have never quite grokked it; where as Numbers seems to grok me!) and am keeping track of donations and purchases using Gamepedia.
  • Had a very productive meeting with a faculty member from the Screen Arts department who is their 'video game person,' along with their departmental librarian. We hope to be able to support the needs of her course on gaming culture and are starting to think about bigger plans.
  • Met with Eli Neiburger from Ann Arbor District Library and had a very fruitful discussion and brainstormed possible joint programming ideas.
  • Met with library IT support to talk about equipment needs.

Still on track to soft open in late August, assuming everything goes well (knock on wood!)

Tuesday, July 15, 2008

Progress

Managed to accomplish a few things for the game archive over the past couple of days:
  • Got the budget approved, so I can start spending money on games, equipment, etc.
  • Delivered the first batch of games (from those donated) to cataloging, so that process can get started.
  • Got a dongle from Radio Shack so that we can hook up the old game systems to a modern television. Hooked up the Atari 2600 Jr. and had one of our grad students test the donated games to make sure they worked (most did).
  • Ordered chairs for the game room.
Now that the budget is in place, things should start happening at a faster pace. We're still on target for opening sometime in August (though at this point it's looking to be more like late August...)

Wednesday, July 9, 2008

Even More Donation Photos

A few more things we've had donated recently:

TurboGrafx 16

A TurboGrafx 16.


Tandy Color Computer 3

A Tandy Color Computer 3.


Tetris Game

A dedicated Tetris game (just plug it into your tv and go!)

Friday, June 27, 2008

Intellivision & Atari 2600

Things are still going slow with the game collection, but they should start to pick up in July as I'll finally be able to start purchasing games and systems and hardware and stuff. No worries, everything is still on track for an opening in mid to late August.

In the meanwhile we've received a couple of classic game systems as donations. These are the games from my own childhood!

Last week we got a Mattel Intelivision (with a handful of games):

Intellivision Box

Intellivision

Intellivision & Demon Attack


And then yesterday we received a nice donation of an Atari 2600 Jr. with 20 or so games, most all in their original packaging:

Atari 2600 Jr. Box

Atari 2600 Jr.

Atari 2600 Jr.

Atari 2600 Games

Atari 2600 Game Cartridges

Friday, June 20, 2008

Games Donated (so far)

We're in a bit of a lull on activity for the game collection: Waiting for the fiscal year to kick over so that we have a budget to buy things; waiting for various dominoes to fall in the room renovation; waiting to interview applicants for the manager position; etc.

Monday morning I'm meeting with one of the managers from the electronic cataloging unit to discuss how exactly we're going to catalog these things. Should be interesting! She asked me to give her a list of the donated games we've received, so I figured I'd share:

Intellivision:
  • Demon Attack
  • Donkey Kong
  • Las Vegas Poker & Blackjack
  • NFL Football
  • Space Armada
  • Tron Maze-a-Tron

Macintosh:
  • 1994 Holiday Lemmings
  • Anyone for Cards?
  • The C.H.A.O.S. Continuum
  • Eagle Eye Mysteries in London
  • King’s Quest V
  • The Labyrinth of Time
  • Lighthouse: The Dark Being
  • MYTH: The Total Codex
  • PGA Tour Golf II
  • Populous II
  • Power Poker
  • Powermonger
  • Sim Farm
  • The Sims
  • Syndicate
  • Theme Park
  • Victor Vector & Yondo: The Vampire’s Coffin

Playstation:
  • Allied General
  • Army Men 3D
  • Bust -A- Move ‘99
  • Command & Conquer: Red Alert
  • Croc: Legend of the Gobbos
  • Final Fantasy VII
  • Final Fantasy Tactics
  • Gran Turismo 2
  • King’s Field
  • King’s Field II
  • Medal of Honor
  • Metal Gear Solid
  • NCAA Football 99
  • Panzer General
  • Pro Pinball
  • Pro Pinball: Big Race USA
  • Pro Pinball: Fantastic Journey
  • Rally Cross 2
  • Resident Evil 2
  • Spin Jam
  • Spyro the Dragon
  • Tomb Raider II
  • Tomb Raider III
  • Vandal Hearts
  • Virtual Pool
  • Warcraft II: The Dark Saga

Playstation 2:
  • Escape from Monkey Island
  • Gauntlet: Dark Legacy
  • Gran Turismo 3: A-spec
  • LEGO Star Wars: The Video Game
  • Madden 2001
  • NHL 2001
  • SSX
  • Super Bust-a-Move

Monday, June 16, 2008

The Video Game Room - Stage 2

Things are moving along for our game room.

Here you see the workstation desks being installed:

Desk Installation

Desk Installation

And now the workstations being wired:

Wiring Installation

Wednesday, June 11, 2008

Wordmark


This is a prototype wordmark for the game archive, designed by our most excellent Library Communications Specialist, Liene Karels. Besides going on promotional materials and the like, we'll also have it stenciled on the new glass wall for the archive room.

Tuesday, June 10, 2008

We're Hiring!

Meant to mention this earlier....

We are hiring for the position of the Computer & Video Game Archive Manager at the library. This is a staff position, non-professional, non-technical. Basically it is to manage the day-to-day activities of the archive, including staffing the service desk, troubleshooting basic problems, managing a couple of student employees, etc. For the complete posting, go to Careers at the University of Michigan, select the appropriate job search section, and look for posting #20959. The posting is open until the end of the week.

Wednesday, June 4, 2008

Our Original Collection Plan

I thought it might be interesting to share our collection plan for the video game collection. Below you'll find a large portion of the original collection plan that we wrote last November. A few things have changed since then as far as specifics, but it's still largely what we plan to do.

Collection Plan - Computer and Video Game Archive

Preamble

Although long considered just another facet of entertainment culture, computer and video games (hereafter: games, or CVG) have over the past several years become an interest of academic study. A true interdisciplinary field, games touch upon aspects of computer science, art & design, communications studies, sociology, and more.

Just as films are used outside of film studies, we anticipate that in coming years games will be of interest in an even wider range of academic disciplines.

In addition, lessons from games are beginning to be looked at as useful in the development of educational technology.

With its growing commitment to interdisciplinary studies and the growing faculty interest in games, U-M seems ripe for the development of a games archive.

With collections and subject expertise in both art & computer science, the Art, Architecture and Engineering Library is a logical place for such a collection to be based. In addition, the proximity and working relationships that AAEL has with CAEN and the Digital Media Commons make the Duderstadt Center uniquely suited in its information commons role to host such an archive.

Goals

The CVG Archive seeks to collect materials relating to games for the purpose of academic inquiry, including but not limited to: programming and technology; artistic and literary expression; social and cultural impact; instruction and education.


Definitions

Computer Games: Games that are played using a multi-purpose personal computer
Video Games: Games that are played using a dedicated gaming system


Scope

The CVG Archive will collect:
  • Games for current generation game systems and computer platforms, with a preference for games which are critically lauded, innovative, or important.
  • Games for previous game systems and computer platforms which are of historical significance.
  • Games developed at the University of Michigan
  • Hardware on which to run games, both current and historical
  • Support material: books on games, programming, playing guides, history & sociology of games, etc.

Space & Access

A dedicated room for the gaming archive will be maintained. This space will have:
  1. Shelving for game cases/boxes. Due to the differing sizes of game cases and boxes, the shelving will need to be flexible
  2. Storage for extra controllers and equipment
  3. Service desk for customer service
  4. Gaming stations. Each gaming station will have room for two players to sit side-by-side. Headphones available/required:
    • Current-Generation: With a PS3, X-Box 360, Wii; hooked up to a smallish (19-20") flat panel HDTV
    • Previous-generation: With a PS2, X-Box, GameCube; hooked up to a 20" CRT
    • Classic consoles: Intellivision, Atari 2600, others; hooked up to a 20" CRT
    • PC Gaming: A high-end gaming PC with a 24" flat panel display.
    • Classic computer games: An Apple IIe, a Commodore 64, a Mac SE/30, and an ‘old-school’ (DOS?) PC.
  5. Active Gaming Space: Space with room enough for a couple of DDR pads on the floor. A Wii, PS3, X-Box 360 hooked up to a wall mounted large HDTV (hardware shared with gaming station). This will be space for ‘active’ games or for larger groups to sit and play.
  6. Access to the CVG space will be restricted to available hours and by appointment.

Games will be for in-house use and will not circulate, so as to ensure availability for research use. (The Undergraduate Library is considering a circulating gaming collection.)

Popular computer games will be pre-loaded onto the gaming PCs; others may need to be installed by an attendant.