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« December 02, 2005 | Main | December 06, 2005 » OCLC vs. MLSGeorge Needham vs. Kathryn Deiss. 'nuff said :) Gaming Symposium 04: Walt ScacchiOpportunities for Game Culture and Technology in Public Libraries – games as immersive, experiential literary form – game play as emergent narrative walt mentions web 3.0! (third place) has more than 80,000 channels right now 20,000 open source collaborators, which averages out to 2 per project making games as career develoment – unreal tournament . Kinetic City as a standard for science standards – oriented only to 12–year olds unfortunately, I missed the rest of Walt’s talk, but I’m sure you’ll be able to find more blogger notes about it at http://technorati.com/tag/gaminginlibraries2005 Gaming Symposium 03: Constance SteinkuehlerThe Gaming Generation & Libraries: Intersections defined Massively Multiplayer Online Games (MMOGs) people end up spending a lot of time in these games worrying about things like crime, families, etc. spotlighted Lineage II audience question: what happens in a game like this when you die? audience question: is there an overlap to playing multiple games? showed Everquest money for sale on ebay intellectually rich environments in-game talk — missed a bit while we looked for Michael’s suddenly missing Airport Express!!!! — anybody seen it?! talked about massive sites that fans maintain (similar to Wikipedia) MMOGaming isn’t replacing literacy activities. It is a literacy activity. so what’s up the media scare? systems of reciprocal apprenticeship mentor actually teaches, without waiting for the apprentice to get an 85% or better on the quiz so what’s of value? ethos of meritocracy videogames are a push technology why should libraries care about videogames? modding “social mod” – put aside their fighting to “farm the farmers” to get rid of the people making money off them; the company that made the game had NO idea this was going on! showed a mod (built for fun) downloaded more than 1400 times www.warcraftmovies.com — found the missing Airport YAY! wireless network is back up! — idea of third place audience question: is there the possibility for mutiny in Lineage? next Games, Learning, & Society conference will be June 15–16, 2006 Technorati tags: GaminingLibraries2005 Gaming Symposium 02: Steve JonesThe Gaming Landscape: College Students, Gaming & Learning spent a lot of time gaming on Plato, very little time spent on it learning Pew’s funding runs out at the end of this month?! Background for The Gaming Landscape study: 3 categories of games that are not mutually exclusive: what we know: of the 27% of college students who said they do not occasionally or regularly play video, computer, or internet games at all the primary reasons for not playing: what was interesting is that to them, pulling out your cell phone and playing a game while waiting for a friend didn’t constitute “gaming” for them more women than men reported playing computer and online games (60% women to 40% men) 69% were exposed to video games in elementary school! online games come as they get older; jr. high/high school and college, move to online and computer games one of the ways kids move through the types of games and what they play, it’s a deliberate setting for activities when do they play? where do they play? in what ways, as children grow, are they still acclimated to libraries? does gaming impact their academic lives? – got contradictory answers – 69% said they’d never used a video, computer, or internet gaming in the classroom for educational purposes; which means 31% have! (glass half full?) they want realistic graphics, excitement, interactivity in games implications: the younger the student, the more likely they are to play games is there a gaming divide? VICI teaching higher math seemed to make more sense in something like the Cave, which costs $500,000–$1 million for 10’ x 10’; it IS networked, though, so can share environments! are these fiction or nonfiction environments? do we have standards by which to judge? important for libraries to consider if we’re going to create virtual worlds – global high-speed networks will have an impact on gaming (there are everquest users from around the world) audience question: have they ever asked how many people are playing board games? audience question: are they looking at data from forums audience question: if we integrate the gaming more fully, do librarians become the introducers? we already have a 10–week computer club for middle school kids who don’t even have email accounts audience question: given the number of hours people play games, do you envision or have there been any studies done correlating gaming and sustained reading? audience question: you’ve noted the interstitial use of gaming, which seems at odds with the dashboard theories in the last session Technorati tags: GaminginLibraries2005
Gaming Symposium 01 - Les GasserLes gave the first keynote speech of the symposium: New Landscapes for Libraries courses in GSLIS and across the University of Illinois, Urbana-Champaign to use gaming and new media 3 models “A Box of Books” (“The B Model”) the bumblebee shouldn’t be able to fly, but they do Digital Transformations: Transaction Costs: Ronald Coase argued in 1937 Extrapolate that to Information Transaction Costs = each has a cost each contributes to the cost of other activities in the year 500, what it cost to copy information (monks writing) vs. now results: BoB Libraries??? liabilities increasing pressure to profit from every customer “touch” (lending transaction) increase circulation via CRM hooking them with something else and then pushing the book on them maintains the symbolic status quo but libraries should maintain the stewardship of resources can libraries benefit from this new landscape? What’s in a Library? (“The K Model”) critical role of innovation for society: World Bank Study: 2–5% of the population will become entrepeneurs, will become producers instead of consumers Library as venue of community & cultural innovation (Aaron comments that I probably love all this because of my interest in participatory culture. He’s right!) can view games as a ubiquitous reflection of emerging culture example of Les’ son and Harry Potter woman that studied apprenticeship in African tribal cultures however, there are some issues with that: the world of gaming is primarily one of open systems libraries depend on the stability of structure, content, and meaning; on control over quality (who assures the quality of information) The Primer: Neal Stephenson’s Diamond Age How? showed Guild Wars Information Environment faculty at U of I bought an island in Second Life and they’re keeping information there and meeting there!!!!!!!!!!!!!!!! showed video of a large, immersive “book” where the person moves their hand and the pages change (too cool!) – VR goggles an immersive, virtual environment with few clues for navigation Gaming and Libraries: I model – virtual place extensions (library services in other places) how do we create these new venues to exploit these new transaction costs? mentions Apolyton University for Civ III advocates getting away from thinking about libraries in any kind of a traditional way audience question: the expense of creating games like “the cave” audience question: are there studies that show our imagination changes in these immersive environments audience question: World Bank study about entrepeneurship – are gamers becoming producers? audience question: if looking for parallels to immersion model, as a musicologist, he was part of a trend where they got the original instruments and immersed themselves into the period; similar parallel – has really reshaped their thought to what went on during that time; but by revisiting the past, it’s a wonderful learning environment audience question: mentioned looking at museum game metaphors, what kinds of services would you like to see libraries provide for academics like yourself? audience question: we do gaming at my library, and bridging the gap between haves and have-nots seems to be a big piece of this; all types come together for the gaming, though, and become a community; do you agree this might be a new role for libraries? a melting pot with gaming as a catalyst? audience question: Arizona state university is trying to innovate in this area, exploring gaming – trying to build a game to teach information literacies; want their catalog and databases to be more immersive and look more like gaming; how do we begin to put these ideas into actions? what kind of skills should we be looking for in IT people, recent graduates, etc.? audience question: would avatars be useful in library tutorials? interested in the dashboard concept. do you feel that the complexity of the dashboard is what people find engaging? audience question: I’m a programmer by accident and a librarian by profession; writing a game is not easy, so it’s no accident that only 2% generate all of this information that the rest of the world consumes; if you look at the library historically, 500 years ago we cataloged information that the world is flat, so it seems like libraries should be immersed in gaming; now realizes that it’s not wrong to collect bad information audience question: was thinking of a model for the library as an IT center for the village/city Kathryn: director of the LBJ library said we can’t predict the future, but we can shape the narrative; could these immersive experiences do that? |
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