E T G
U R Y O
Presented Crystal Roseby
M E
G A O N
Gaming in
Public and Academic Libraries
TR IVI A TIM
E!
Name the first commercially mass-marketed board game?
Monopoly
TR IVI A TIM
E!
What is the average age of a video gamer?
age 35
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
Average age:
35
Video/Computer Gaming Population
25% of age 50+
play
40%
women
TR IVI A TIM
E!
The generation born between 1982- 2001 are popularly referred to as…?
Millennials
Millennial Generation (1982-2001)
• Ubiquity of information technology
• Immediacy & Interactivity
• Social & Collaborative
• “Hands-On” Learners
TR IVI A TIM
E!
In what year did Atari release the video game “Pong”?
1975
What is the best-selling video game of all time?
Super Mario Brothers
2008 Sales
Up 19%
VIDEO GAMES
$21.31 BILLION
DVDS
$22.4 BILLION
Down 5.5%
CDs
$362.6 MILLION Down 20%
But wait…aren’t video games bad?
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.
Games Rated “E” or “T”
• Dance Dance Revolution (DDR)
• Guitar Hero
• Mario Kart
• Wii Sports
handheld gaming devices
Hasbro Canada donating games to every public library in Atlantic Canada
Grand Prize donated by APLA
Nintendo Wii
www.apla.ca/games
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.
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.
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.)