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Gaming inPublic and Academic Libraries OO

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E T G

U R Y O

Presented Crystal Roseby

M E

G A O N

Gaming in

Public and Academic Libraries

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TR IVI A TIM

E!

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Name the first commercially mass-marketed board game?

Monopoly

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TR IVI A TIM

E!

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What is the average age of a video gamer?

age 35

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What is the largest demographic group of online gamers?

A. Youth under 18 B. Males 25-35 C. Women over 40

C. Women over 40

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Average age:

35

Video/Computer Gaming Population

25% of age 50+

play

40%

women

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TR IVI A TIM

E!

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The generation born between 1982- 2001 are popularly referred to as…?

Millennials

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Millennial Generation (1982-2001)

Ubiquity of information technology

Immediacy & Interactivity

Social & Collaborative

“Hands-On” Learners

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TR IVI A TIM

E!

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In what year did Atari release the video game “Pong”?

1975

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What is the best-selling video game of all time?

Super Mario Brothers

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2008 Sales

Up 19%

VIDEO GAMES

$21.31 BILLION

DVDS

$22.4 BILLION

Down 5.5%

CDs

$362.6 MILLION Down 20%

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But wait…aren’t video games bad?

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Early Childhood (EC): Ages 3+

Everyone (E): Ages 6+

EVERYONE 10+ (E10+): Ages 10+. May contain more cartoon, fantasy or mild violence, mild language, and/or minimal suggestive themes.

Teen (T): Ages 13+. May contain violent content, mild or strong language, and/or suggestive themes.

Mature (M): Ages 17+. May contain mature sexual themes, more intense violence and/or strong language

Adults Only (AO): May include graphic depictions of sex and/or violence.

Not intended for persons under the age of 18.

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Games Rated “E” or “T”

Dance Dance Revolution (DDR)

Guitar Hero

Mario Kart

Wii Sports

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handheld gaming devices

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Hasbro Canada donating games to every public library in Atlantic Canada

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Grand Prize donated by APLA

Nintendo Wii

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www.apla.ca/games

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Assistant Professor David Mould , student James

Ferris, and Robert Smith, the library’s subject specialist for computer science play Catan, a classic board-game now available at Carleton University Library.

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Bibliography

Bufton, Martha Attridge. “Fun and Games: Library Promotes Game Literacy.” Carleton University 8 February 2009 <http://www.now.carleton.ca/2009-02/2199.htm>.

Entertainment Software Association. Top 10 Industry Facts. 2009

<http://www.theesa.com/facts/index.asp>.

Frand, J.L. “The Information-Age Mindset: Changes in Students and Implications for Higher Education.” EDUCAUSE Review 35.5 (2000): 15-24.

Gallaway, Beth, and Alissa Lauzon. “I Can’t Dance Without Arrows: Getting Active @ Your Library with Video Game Programs.” Young Adult Library Services 4.4 (2006): 20-25.

Harris, Amy, and Scott E. Rice, eds. Gaming in Academic Libraries: Collections, Marketing, and Information Literacy. Chicago: Association of College and Research Libraries, 2008.

Leach, Guy J. “Play to Win! Using Games in Library Instruction to Enhance student Learning.” Research Strategies 20.3 (2005): 191-203.

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Levine, Jenny. “Gaming and Libraries: Intersection of Services.” Library Technology Reports 42.5 (Sept/Oct 2006).

Oblinger, Diana. “Boomers, Gen-Xers and Millennials: Understanding the New Students.” EDUCAUSE Review 38.4 (2003): 36-45.

Saxton, Beth. “All Thumbs Isn't a Bad Thing: Video Game Programs @ Your Library.” Young Adult Library Services (Winter 2007): 31-33.

Scordato, Julie. “Gaming as a Library Service.” Public Libraries 47.1 (Jan/Feb 2008):

67-73.

Strauss, William, and Neil Howe. Millennials Rising: The Next Great Generation.

New York: Vintage, 2000.

Sutton, Lynn, and H. David Womack. “Got Game? Hosting Game Night in an Academic Library.” C&RL News 67.3(March 2006): 173-176.

Bibliography (cont.)

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