Gaming in Libraries 2005 -The Gaming Landscape – Steve Jones

When: Monday, December 05 2005 10:00 AM
Where: American Dental Association, Chicago
More Information: www.GamingInLibraries.org
My Role: Attendee
Steve Jones works for the University of Illinois and the Pew Internet & American Life Project

Games were big as far back as his experience with Plato IV. Space War, Empire, Airfight, Freecell.

Preliminary online survey results from this year on The Gaming Landscape. The objective of this survey was to analyze the everyday use and integration of gaming into the public’s lives.

Three categories of games which are not mutually exclusive (admittedly crude, used in following statistics):
-Video games (require consoles and TV sets)
-Computer games (require a PC only)
-Online games (require an internet connection)

What we know-
70% of students surveyed play any category “at least once in a while”
65% reported being “regular” or “occasional” game players
All respondants reported to have played a video, computer or online game at one time or another. “This virtually never happens” in other Pew surveys.
27% of college students do not occasionally or regularly play.
-20% cited “lack of interest”
-13% cited “waste of time”
.5% cited unfamiliarity with games (margin of error is +-3%)

More research is needed on how gamers are self-defining their activities.

More women than men reported playing computer and online games (60/40).
The women/men split was just about equal in video games.

Gaming is uniform across racial groups – no one more plays significantly more or less than others.

Computer games hold a slight edge in popularity (71% play). 59% play video games, 56% play online games. Computer games also have an edge over video games and online games in time used.

Daily twice as many college students play an online or computer game as play a video game. Nearly half reported going online on at least one occasion just to play or download games.

No correlation was found between gaming and addictive behavior such as gambling online.

69% started playing video games in elementary school. Computer games were widely picked up in junior high/high school, and online games in college.

How do gamers decide what type of game they are going to play? This positioning of different games for different occasions is going to be relevant to libraries.

41% of college student gamers play mainly after 9 p.m. 31% play games the most at their parent’s home. This was the largest category compared to friend’s home (27%), dorm room (23%), and library (2%). (theory: parents don’t want to let go of the Xbox?)

66% said gaming had no influence on their academic performance. However, 48% agreed that gaming keeps them from studying “some” or “a lot”. “Maybe gamers are smarter? I don’t know.” Hours per week spent studying are about equivalent from gamers to non gamers.

69% have never used video, computer or internet gaming in the classroom for educational purposes. 32% have played games that were not part of the instructional activities during classes.

Graphics are the biggest thing wanted in a game. Racing, RPG, arcade games are the top 3 categories for video gamers.

Implications:

Most important trend spotted: integration of gaming into other activities.
-Multitasking
-While visiting with friends
-Brief distraction/break from work
-Almost everyone plays games “when bored” regardless of setting
-Even when gaming is the focus of a gathering, other things are still going on in the background

Age
-Younger = more likely to play
-The same trend applied to faculty and teachers
-Are we at a ‘verge’? As faculty becomes more familiar, there will be more opportunities for gaming in the classroom. But, students will have more experience with more up to the minute games. Emulation and the open source community ensures that older games will not die.

Is there a ‘gaming divide’?
-Higher family incomes correlate to a higher likelihood of regular gaming
-Again, race is not a factor, nor is gender

The cost of fancy immersive environments like The Cave is coming down, but applications for them are still sort of nebulous.
Future issues to play a role in the gaming landscape:
-Global high-speed networks (I think he means social networks)
-Culture and language – potential for cross-cultural game trainers?
-Public support of moving into this space

Older gamers drive the collaborative aspects more than younger.

Gaming in Libraries 2005 – Keynote – Les Gasser

When: Monday, December 05 2005 09:00 AM
Where: American Dental Association, Chicago
More Information: www.GamingInLibraries.org
My Role: Attendee
Key Word: Immersion

“New Landscapes for Libraries”

Interesting point: Games are a form of Children’s Literature.

What’s a Library?
-Model 1: Information Repository (A Box of Books)
This model is financed by spreading the cost out over a very large base. It promotes knowledge in society. The critical question is: how do we keep libraries going?
Digital transformations are affecting this question – ebooks for example. These have some capabilites of traditional books, but miss a certain something. Real paper trumps in areas like flipping through pages. But, it’s a start. Despite the weaknesses, ebooks have been repurposed for games – displaying a chess board! Perhaps the next step towards real-life integration is flexible digital paper. It may fill niche applications first, areas more suited to a single page – signage or restaurant menus.
Information transaction costs – copy, transport, translate, collocate, index, arrange, transcode, search/find, etc. As a general trend, these are decreasing. Now you make money through these processes. As a result, you get things like Napster, other P2P, Flickr, Blogs, Open Source, etc.
These near-zero transaction costs drive consumers away from libraries. Gasser points out that he himself never goes to the stacks as an academic. He uses ILL to deliver books to his mailbox, and gets journal articles online.
Near-zero transaction costs also means that organizations want to use them to profit from every customer touch.
Video clips of a venus fly trap flash up on the screen. “We put game candy in the trap, and when the patron walks in we close the book around them.” This maintains the symbolic status quo of the Box of Books model, but does not advance at all.

Historically, libraries have dealt with high/low culture conflicts. Fiction vs Non Fiction, paperbacks vs. hardbacks in preservation, picturebooks for kids, AV/media, Toys, Internet access, Console Games? Online Games? There’s tremendous uncertainty in each of these new developments. That’s why we need conferences like this one to make sense of the new.

Model 2: Knowledge Model – Critical role of innovation for society.
Migrate new knowledge and experience into practice. How is society going to get to the new? Libraries are venues of community and cultural innovation. We’re in a shift from a consumption orientation to a production orientation, but a very small percent of the population are going to jump into this shift. Shouldn’t the library help filter the bleeding edge for the general population? View games as a ubiquitous cultural phenomenon. It is a reflection of an emerging culture, and a foundation of cultural mythology and transmission. “It’s a mix of culture. It’s not just the games themselves.”
Learning is viewed as gaining membership in a community. Moving from an outsider’s perspective to an active participant. Libraries should become a member of the community of gamers.

Issues with the Knowledge Model for libraries:
Games are an open system, and constantly evolving.
Interactions are unplanned and can be shocking/surprising.
Cultural Conflict – Grand Theft Auto, anybody?
Involving outside worlds – being mobile, outside and playing games in the world.
This flexibility fundamentally clashes with a library’s desire for stability and assured quality.

Model 3: I Model. What could a library be?
Library as ‘extended placeness’ (virtual spaces)
(“Web 2.0” was mentioned and I could hear sighs of approval from behind me)
Screenshot of Guild Wars Information Environment – first reaction: “It’s too much!” On a deeper look, it organizes and clarifies many different classes of information necessary to play the game.
Some faculty at the University of Illinois are holding meetings in-game of Second Life! They bought an island and are working on transforming it into their own information repository.
A video clip is being shown of an environment called “Cave”, where the user uses a joystick to literally walk through a book! I wish I could convey in words how cool this is – it really has to be seen, I’ll try to find the clip online. A virtual avatar is leading the user around a virtual city, teaching him how to information-seek. It is all very abstract, but I can see some potential for a refined version of this. Such a simulation can so complex that a structured guidance is necessary to make any sense of it.

Fundamental to the I Model is hooking libraries into “worlds of immersion, global interactive environments, to exploit the changes in transaction costs”. The Civilization series even has its own library in the in-game society. In this case it teaches players how to better play the game. Provide service in venues where we don’t usually go.

One of the questions from an attendee brought up an interesting comparison: Services like gametap, bringing out the ‘out of circulation’ older games, are like the classic movie stations on TV.

Another question resulted in a discussion of libraries as a center for cultural assimilation and bringing in those who are not early adopters, from all walks of life, together in a conversation. Gaming programs can facilitate this.

Yet another question resulted in a discussion of new resources in library collections. Why can’t a library give an opportunity to try new software before buying it?

Gaming in Libraries 2005 – Opening

When: Monday, December 05 2005 09:00 AM
Where: American Dental Association, Chicago
My Role: Attendee
I’m sitting near the back, surrounded by other bloggers. We’re huddled around 1 power strip. Kathryn Deiss is opening the symposium, calling it “ahead of the wave”. The back of the room is lined with video game systems, and just about every seat is full! Poster sessions on topics like video game piracy line the entrance hallway.

This is my first experiment with live blogging. Here we go!

Google and Your Patrons

When: Friday, November 18 2005 11:00 AM
Where: Calhoun Community College, Huntsville AL
My Role: Attendee
Today I attended a teleconference put on as part of the “Soaring to Excellence” series of talks. “Google and Your Patrons” featured Steven Bell, with a brief phone appearance by Mary Ellen Bates.

I’ve done a bit of poking around Google on my own, and honestly didn’t expect to pick up much from the talk. Thankfully, I was proven wrong! Bell hammered on the point that while Google isn’t everything, if we dismiss it out of hand then we also dismiss our patrons who have come to depend on it.

Instead, why not show them how to use Google more effectively? I’ll take any teachable moment I can get. Make it clear that Google has limitations. As the patron (or student) gets to know Google better, point out features of library databases and other resources that will enhance and extend their search.

Beyond the central themes, I also picked up on a number of smaller items.
Google Ride Finder points out where taxis currently are in selected cities
Thumbshots and Dogpile have great visual methods of comparing what multiple search engines return.
-I’d forgotten the syntax for Open Worldcat results in Google: search for “Find in a library” as a phrase, along with what you’re looking for.

In the end, Bates and Bell both emphasized the need for balance. Show patrons that while there is Google, there is also more. Let them make their own conclusions.

Gorman Redux

Over at the Librarian in Black, we have an account of Michael Gorman’s address to the California Library Association.

I don’t quite know how to react to Mr. Gorman anymore. Statements like “any idiot can design a web page” (in questioning why library schools teach tech classes) are just so blatantly incomplete and distressing. ‘Any idiot’ can also paint a painting, write a book, or do any number of other creative tasks. That doesn’t mean the end result is of high standards, or even legible. Shouldn’t that be obvious? Maybe someday these tech skills will be covered in everybody’s undergrad or high school classes, and Library Science degrees can drop the tech a bit. But we’re a long way from that point.

I suppose we should all just give up on technology, go back to the card catalog, and wait for the asteroid to wipe us out. Every time I read something about Gorman, I’m reminded of the professors at work who tell their students they “are not allowed to use any internet resources”. This despite the fact that we offer over two hundred and fifty legitimate, academic online databases. But, a rant for another time.

Unfortunately, Gorman didn’t stay to take any questions. As one of the commenters asked on LiB, I’d love to know how the audience as a whole reacted.

Gaming, Learning, and Libraries Symposium

I’m all signed up for the Gaming, Learning, and Libraries Symposium in Chicago next month!

Jenny first mentioned it here, and there’s an official registration site . GamingInLibraries.com is also related, and has more information on each speaker.

I’m really excited for a number of reasons. First, gaming is an area I’m interested in even in my personal life. Learning how to apply the concepts and lessons learned to library work will no doubt be fascinating. Second, we’re in the process of working up a similar small scale symposium at work – I’ll be keeping an eye on how this one is run for ideas. Third, its my first business trip! And lastly, I’m excited about returning to Chicago. My brief exposure to it last June at ALA was a lot of fun.

And you know, maybe by December 5th I’ll be missing cold winters 🙂

Anyone else planning on attending?

Bowker Books in Print

I’ve been meaning to write this up for a few weeks now, but we somewhat recently had a demo at work from Bowker, focusing on their Books in Print product.

A lot of the features were a bit over my head, as I’m not directly involved with collection development or purchasing. But there was one idea that struck me as particularly cool:

Bowker maintains a list of all the books mentioned in the national media. Oprah’s book club, NPR, and a lengthy list of others. Cover images of the books are even available!

So if your library is a BiP subscriber, it is now possible to answer “What was that book on Oprah last year with the red cover?” at a glance.

Wanted: Database front end solution

At work we’re in the process of digitizing a local special collection, to be made accessible online.

We plan to get all the relevant data in a MySQL database, and are looking at front end options. We’d like it to handle two things in particular:

1. Allow remote login and editing of records, so the current collection holder can do some maintenance.

2. Allow restricted access to certain items. For example, the public at large can see just some items in the collection. Other items can only be viewed after some users log in.

I realize its vague so far, but I don’t have a lot of other details yet. Anybody know of a solution? Open source is preferable.

I could code #1 on my own, but I’m not quite confident enough in my abilities to make sure that #2 is completely secure.