Gaming cont…
Okay, I promised more about the Gaming Symposium on Friday, so here it is…
The first two presenters, University of Wisconsin’s assistant professor Kurt Squire and researcher Connie Steinkuehler talked from an academic standpoint about the video game economy, the learning opportunities that place in games, like Roller Coaster Tycoon by Frontier Development/ ATI which teaches finance in a fun way as you build and manage an amusement park or Deus X: Invisible War by Eidos, an action adventure game based on the premise that a global economic depression has destroyed commerce and goverment, terrorism is rampant, and you must stamp out terrorism and restore world order - this is a game that incorporates critical thinking skills.
Kurt and Connie focused on MMOGs, or Massive Multi-player Online Games such as Everquest by Sony, Lineage by NCSoft and Dark Age of Camelot by Mythic Entertainment Inc. These are games that are highly complex, consist of a virtual world that is mapable, and incorporate literacy activities beyond the reading of signs or directions. There is chat within the gameplay, lists of supplies and weapons to content with, map-reading and geography, math and finance, and more. The content of the game itself becomes much more that what the publisher created because the players and fans, as they play that game, are not only developing the unique stories of their characters, but they go on to produce fanfiction, forums, cheat codes, reviews, walk-through stragegy guides and more. All of this is housed at fan sites and forums a a collective intelligence. Research shows that gamers spend 4 times - that’s FOUR TIMES - as much time in forums and study planning how to play the game as they do actually playing it, indicating that these games are NOT just passive entertainment and there is literacy learning taking place, even amid the typos and keyboard shortcuts.
The video game Siege was used as an example of a game that incorporates problem solving and critical thinking skills. In Siege , players form a clan to take over a castle. There is data gathering in reconnaisence and planning, synthesis of data in strategizing, preparation and practice before the main action, and then an evalaution of the process in the form of debriefing.
In many games, information gathering is a means to an end. Information is a commodity - a resource for future action. What a fantastic message to impart to young people!
Gaming culture fosters apprentice/master and mentoring relationships. Games create an environment where a 12-year old can be an expert in a subject area and teach an adult how to play. And gaming fosters group work, builds collective intelligence, and encourages global citizenship.
Speaking of fostering group work, building collective intelligence, and encouraging global citizenship, that is just what open source websites such as Wikipedia and WebJunction do. These sites are emergent information spaces where users can change the information that is posted, and anyone can be an expert in any area, regardless of age, ethnicity, or class. These sites are international driven by the interest of users, and redistribute power by giving control to the masses (the sense of community is so strong that when someone deletes info, the data is often restored within hours).
Kurt explained that poeple go to sites liks Slashdot before visiting their local libraries is because at those sites, there are knowledgable communities that provide the information quicker from experts. Amazon allows you to see what your peers are reading and buying, unlike a public library where records are confidential. And Google Scholar is going to allow us to see how often a source is cited in real time.
Marilyn Mason of WebJunction, an open source site that provides classes, articles, message boards and more talked about the game-like features of the site. It has:
* Seamlessness - a blending of private and public life
* Collaboration - cooperative environment
* 3rd place-ness - neither work or leisure, but a place you can come to as an individual outside of any institutional hierarchy
* Fun - light tone, even for serious issues
WebJunction is used to get answers to problems, and these solutions are gleaned from ALL parts of the site, including the classes, and that there is a read/learn/share mentality. The site is going to evolve to improve collaboration, allow for personalization and customization of the interface and include pages in different languages. She encouraged librarians to visit and join the site for an invitation to their party at ALA Chicago in June 2005.
Migell Acosta presented his LAN Party success story from the Santa Monica Public Library. Santa Monica is west of LA and serves about84,000 residents, but about 40% of their circulation is non-resident, brought in from the local colleges. The library held a LAN Party by networking 30 computers and installing the same software so teens could play Counter-Strike - a weapons-based “capture the flag” sort of game - against one another. Teens had to sign in and show a student ID to enter, and they were signed out if they left.
Program Details:
Time: 6-11 PM on a Friday night after main library closed
Staff: 2-3 staff plus one uniformed “guard”
Computer requirements: PC’s with good video cards -test game first! May need to reduce PC secuirty for installation and play of game
Refreshments: Pizza, candy, soda
Cost: $35 per game (although Counter-Strike is a free download, you have to purchase Half-Life first to play) and refreshments
Other activities: anime showings
Attendence: 60!
Challenges: so many teens came, they had to find alternate activities for those beyond the first 30. And the HVAC was scheduled to shut off and the building became very warm. These issues were resolved at the next program.
Positive outcomes: see attendance Also, gamers joined the Teen Advisory Council. Also, they suggested other programs and all teen programming increased to include poetry slams, anime and Yu-Gi-Oh! tournaments. The library was viewed as a 3rd place for teens that was cool and comfortable.
This was such a popular program that the library is going to include console gaming in their computer area when main library renovations are underway. Teens will be able to hook up the console games (X-Box, Playstation, etc) to the computer monitor with a feed that will make the game readable on a computer monitor.
John Beck presented research about the gamer generation that we as librarians can apply not only to patrons of this age to better serve them, but also to apply from a business and management standpoint to our younger co-workers. He found that 80% of individuals born post-1970 have played video games, and as gamers have developed an instinct for heroism, are driven by pride not greed, are acknowledge as experts and acknowledge expertise, work across generation gaps, think globally, are less judgemental about appearance, class, culture (online, everyone is a dog).
Gamers think, learn, and believe differently than non-gamers, and we need to begin to account for these differences. by understanding some of these traits, we can better serve them as library patrons and work with them as colleagues.
Gamers are risk-takers. They try new things, are naturally curious, and can be very competitive.
Gamers have a unique buying/spending pattern. Surprise! It is mostly technology driven. Games outsold the box office last year.
Gamers are “selfish.” They are more self-absorbed, which translates into pride and a high self-esteem, not selfishness.
Gamers are loyal. They learned to be loyal to game-based websites with sticky content at a young age. They are will enter the world of management with more in common with their global counterparts because the same games are culturally accepted all over the world. Additionally, the gaming industry includes its users for beta-testing, rewarding support and allowing meaningful participation.
Gamers are social animals. They have a greater need for human relationships. They list people as the most stimulating thing in their lives, expect to make close friends at work, to be recognized as experts, and to be appreciated by their coworkers.
Gamers are flexible. Not only do they not mind change, they enjoy it and anticipate it. A world that is random and constantly changing makes MORE sense to them then a world that is static. They understand that as in video games, life never goes according to plan.
Gamers “go meta” easily. Because of first person shooter games that offer a variety of perspectives with the touch of a button, gamers are used taking a step backward to consider the bigger picture, or zoom in on a small detail.
Gamers want to be heroes. In fact, they have a natural instinct for heroism. They are driven by a quest or mission and the desire to do good - no one plays games for monetary rewards.
Gamers are multi-taskers. Often games consist of many windows to switch back and forth from. It is second nature to switch back and forth from task to task.
Gamers don’t trust their bosses. In many games, you have to beat a “level boss” before you advance to the next round, or level. The level boss is always evil. The level boss always tries to destroy the gamer. Real-life bosses need to present themselves are coaches, mentors, and strategy guides to get along with gamers.
Gamers like fun, and they believe life should BE fun.
What can librarians do to make gamers welcome in their libraries?
* Try a game yourself
* Talk to patrons and staff about games
* Look past the superficial parts of games to learning
* Buy a handheld game. Give some to your board members.
* Make a space in your library for gamers - a flexible spaces that change randomly and frequently
* Support multi-tasking
* Encourage and expect loyalty
* Don’t be a level boss - provide a service, not just content
* Incorporate questions about gaming into their interviews: What kinds of games do you play? Why do you play games? Are there things you’ve learning from playing games? What lessons you’ve learned from games?
To me, all of this boils down to two things:
1. Video games are valid materials for public libraries to review, purchase, circulate, and build programming around and should be treated as such.
2. They are a bigger part of our culture than movies, and will probably soon surpass music. We have DVDs and CDs in our institutions, but where are the games?Libraries need to make a shift from thinking of themselves as human search engines to thinking of themselves as strategy guides. We don’t just need to know how to find information, we need to know how to redirect people to experts, how to plan research, and how to give tools for analysis and information to our customers