September 24, 2008

Gaming Is Not Bowling Alone

Back in May, I was invited to give a pre­sen­ta­tion to a group at the MacArthur Foun­da­tion about four oppor­tu­ni­ties for libraries. The fourth oppor­tu­nity I dis­cussed was gam­ing, high­light­ing the social inter­ac­tions that we’re see­ing hap­pen in libraries and explain­ing how they pro­vide a unique con­text for this type of activ­ity. I noticed they had bemused smiles on their faces as I fin­ished but didn’t real­ize why until they told me they’d just fin­ished con­duct­ing a study with the Pew Inter­net folks and that the pre­lim­i­nary data sup­ported my claims that videogames have become a very social activ­ity for kids today. They were still pro­cess­ing the data so they couldn’t share specifics with me, but they promised every­thing would be avail­able in a few months.

Luck­ily, that report, Teens, Video Games, and Civics, finally came out last week as a PDF you can down­load for free. The sub­head­ing on the main page gives you a gen­eral idea of what they found: “teens’ gam­ing expe­ri­ences are diverse and include sig­nif­i­cant social inter­ac­tion and civic engage­ment.” Gama­su­tra has a great sum­mary of the report , so I’m just going to high­light a cou­ple of the sta­tis­tics I found most interesting.

  • 97% of teens ages 12–17 play com­puter, web, portable, or con­sole games. 99% of boys and 94% of girls play video games…. Under­stand­ing the nature of game play is vital to under­stand­ing how nearly every Amer­i­can teen spends at least part of many of their days.“
    This is a great sum­mary of why librar­i­ans need to under­stand gam­ing and offer pro­gram­ming around it.
     
  • The 5 most pop­u­lar games played by Amer­i­can teens are Gui­tar Hero, Halo 3, Mad­den NFL, Soli­taire, and Dance Dance Rev­o­lu­tion…. The range of gen­res spanned by the most pop­u­lar games played by teens indi­cates they are not sim­ply play­ing vio­lent first per­son shoot­ers or action games…. The two most widely played game gen­res were rac­ing and puz­zle games, played by nearly three-quarters of teens in the sample.”

I could go on and on, and I was going to in this post, until I read the accom­pa­ny­ing report, The Civic Poten­tial of Video Games (PDF), from the Civic Engage­ment Research Group at Mills Col­lege. In fact, this sec­ond report lit­er­ally *screamed* “LIBRARIES” as I was read­ing it, and I’ve writ­ten that word in many places in the mar­gins. While the first report has the great sta­tis­tics, the sec­ond one delves deeper into those num­bers and takes some guesses at what it all means. It actu­ally makes a very strong case for gam­ing in libraries, even though it doesn’t men­tion us at all any­where in the text. Some high­lights from the Mills Col­lege report, along with some commentary.

  • Although pub­lic debates often frame video games as either good or bad, research is mak­ing it clear that when it comes to the effects of video games it often depends. Con­text and con­tent mat­ter.
    This is where libraries come in — we pro­vide con­text and con­tent, because tra­di­tion­ally these are two of our great­est strengths. We do this in so many of our exist­ing ser­vices — ref­er­ence, lit­er­acy, recre­ational read­ing, etc. — and we can do this for gam­ing, too.
     
  • Fur­ther­more, inter­ac­tions in video games can model [John] Dewey’s con­cep­tion of demo­c­ra­tic com­mu­nity — places where diverse groups of indi­vid­u­als with shared inter­ests join together, where groups must nego­ti­ate norms, where novices are men­tored by more expe­ri­enced com­mu­nity mem­bers, where team­work enables all to ben­e­fit from the dif­fer­ent skills of group mem­bers, and where col­lec­tive prob­lem solv­ing leads to col­lec­tive intel­li­gence.
     
  • Civic par­tic­i­pa­tion requires that young peo­ple develop con­fi­dence in their own abil­i­ties (some­times referred to as a sense of agency) to act as lead­ers and to work pro­duc­tively for change. To the extent that youth have the oppor­tu­nity to prac­tice artic­u­lat­ing their own point of view, debate issues, and help oth­ers in their own com­mu­ni­ties, they are likely to develop con­fi­dence in their abil­ity to do so in the larger civic and polit­i­cal are­nas. Finally, civic and polit­i­cal activ­ity is largely a group activ­ity. Youth orga­ni­za­tional mem­ber­ship is believed to social­ize young peo­ple to value and pur­sue social ties while expos­ing youth to orga­ni­za­tional norms and rel­e­vant polit­i­cal and social skills that make main­tain­ing those ties more likely.
    Com­bined with the Thinker­ing Spaces model, offer­ing more of these oppor­tu­ni­ties is one of the most pow­er­ful visions of the future of the pub­lic library for me, and it cer­tainly cre­ates the “trans­for­ma­tional expe­ri­ence” referred to in the OCLC report that they believe causes tax­pay­ers to vote yes in sup­port of libraries.
     
  • These results sug­gest that the fre­quent con­cerns in the media and else­where about the ennui and dis­con­nec­tion among those who play video games for long peri­ods of time may be mis­placed…. Teens who play games socially (a major­ity of teens) are more likely to be civi­cally and polit­i­cally engaged than teens who play games pri­mar­ily alone. Inter­est­ingly, this rela­tion­ship only holds when teens play along­side oth­ers in the same room.
     
  • Among teens who write or con­tribute to web­sites or dis­cus­sion boards related to the games they play, 74% are com­mit­ted to civic par­tic­i­pa­tion com­pared with 61% of those who play games but do not con­tribute to these online gam­ing com­mu­ni­ties. They are also more likely to raise money for char­ity, stay informed about polit­i­cal events, express inter­est in pol­i­tics, try to per­suade oth­ers to vote in a cer­tain way, and attend protests or demon­stra­tions.
    What this says to me is that the com­bi­na­tion of teens in a social gam­ing space, men­tored by infor­ma­tion guides (librar­i­ans) who pro­vide scaf­fold­ing for a pos­i­tive civic expe­ri­ence, com­bined with the avail­abil­ity of free inter­net access, is a con­struc­tive gam­ing expe­ri­ence for pro­mot­ing civic engage­ment in today’s youth. Pub­lic libraries are uniquely qual­i­fied to pro­vide that expe­ri­ence, and it’s almost “low-hanging fruit” for us, as we have fewer bar­ri­ers to that expe­ri­ence than schools do.
     
  • Approx­i­mately one-half of teens, for exam­ple, have played games that led them to think about moral or eth­i­cal issues. How­ever, rel­a­tively few teens (typ­i­cally under ten per­cent) report ‘often’ hav­ing par­tic­u­lar civic gam­ing expe­ri­ences.
    Real­is­ti­cally, it will be years before civic gam­ing expe­ri­ences are fully inte­grated into the class­room, a process stunted by No Child Left Behind because it de-emphasizes civics and social stud­ies. This is yet another dig­i­tal divide libraries can help bridge by pro­vid­ing the types of civic expe­ri­ences gam­ing in a social con­text pro­motes.
     
  • Most of the group-gamers (49%) play with friends in per­son, with 77 per­cent of group-gamers report­ing play­ing games with oth­ers in the same room…. Over­all, 76 per­cent of youth play games with oth­ers at least some of the time.
    So if there are ben­e­fits to play­ing games together, is it bet­ter for kids to play with a small cir­cle of friends at home or to bring them together with a diverse group of peers from their com­mu­nity, sur­rounded by the knowl­edge of the world, with infor­ma­tion guides stand­ing at the ready to help them?
     
  • Civic edu­ca­tion research leads us to sus­pect that par­ents, peers, teach­ers, and men­tors can sig­nif­i­cantly increase the impact of civic gam­ing expe­ri­ences by help­ing ado­les­cents reflect on those expe­ri­ences.
    Note that the Pew gam­ing report doesn’t even men­tion the word “libraries” any­where in it. Seri­ously. How can that be? In addi­tion, MacArthur reports con­stantly refer to after­school pro­grams but don’t spec­ify libraries. If we want to sit at the table of this dis­cus­sion, we need to assert our unique posi­tion to address the issues these reports raise.
     
  • Civic and polit­i­cal par­tic­i­pa­tion among youth is quite unequal. The vot­ing rate of 18–29-year-olds who had attended col­lege was fully three times greater than the vot­ing rates of 18–29-year-olds who had not…. By equal­iz­ing civic learn­ing oppor­tu­ni­ties, we may be able to help to equal­ize civic and polit­i­cal par­tic­i­pa­tion — a fun­da­men­tally impor­tant goal in a democ­racy…. Civic gam­ing expe­ri­ences may be a means of more equi­tably devel­op­ing teens’ civic skills and com­mit­ments…. Increas­ing the fre­quency of such expe­ri­ences is likely nec­es­sary to effec­tively tap the civic poten­tial of video games.
    Again, I don’t see schools being able to increase the fre­quency of such expe­ri­ences across the board in the cur­rent envi­ron­ment. Libraries, on the other hand, are well-suited for this.
     
  • Both within games and in their offline lives, it is clearly impor­tant that youth have space to develop their own ways of engag­ing civi­cally and, along with such oppor­tu­ni­ties, that they receive guid­ance and sup­port from those with more civic and polit­i­cal expe­ri­ence.
    See what I mean about how this report has “libraries” stamped all over it? One of the things we need to con­sider is how we can cre­ate opti­mal spaces and expe­ri­ences to encour­age these types of inter­ac­tions, because we pro­vide a unique set of con­di­tions that the struc­tured, time-limits of the school day just can’t provide.

So in addi­tion to the diverse range of social inter­ac­tions that take place around gam­ing in libraries, the rela­tion­ships it helps build between librar­i­ans and users, the lit­era­cies kids inher­ently learn play­ing many videogames, and the draw to the library so kids learn more about the ser­vices we have to offer them, we can now add civic engage­ment to the list of ben­e­fits. The ROI on offer­ing gam­ing just keeps get­ting bet­ter and better.

If all of this feels for­eign to you, it may be that you’re not a gamer or you don’t inter­act with kids who are gamers, because anec­do­tally, I hear what these num­bers say all the time from librar­i­ans offer­ing gam­ing. I hear it most loudly from Eli Neiburger at the Ann Arbor Dis­trict Library, some­one who has fos­tered an online and phys­i­cal com­mu­nity of kids who are pas­sion­ate about the Library because of its gam­ing pro­gram­ming. In his book Gamers…in the Library??, he talks about how you can level up the dis­course by engag­ing kids around con­tent they care about. In fact, back in May, he pre­sciently sub­mit­ted a pro­posal to talk about civic engage­ment at GLLS2008 (which he’ll be giv­ing on Novem­ber 3). In addi­tion, I’m happy to say that Amanda Lenhart, Senior Research Spe­cial­ist at Pew/Internet and the lead on the gam­ing and civics report, will be pre­sent­ing a ssion on this data at the gam­ing sym­po­sium, so this is going to be a hot topic.

If you haven’t wit­nessed this type of behav­ior in per­son, I encour­age you to attend a library gam­ing event and/or talk to librar­i­ans offer­ing this ser­vice your­self. I hear the com­ments week in and week out, usu­ally unprompted, but don’t take my word for it. Obvi­ously I feel pretty strongly that there’s a big role here for libraries to play if we just rec­og­nize and grab it, but you should learn more so that you can decide if gam­ing is right for your library. There’s also a lot more in both of these reports, includ­ing infor­ma­tion about parental education/ involve­ment and impli­ca­tions for school libraries, so I highly rec­om­mend them as food for thought.

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8:14 am Comments (9)

9 Comments »

  1. […] Free games by jenny […]

    Pingback by » Gaming Is Not Bowling Alone »Free Games — September 24, 2008 @ 8:46 am

  2. […] Sport news by jenny […]

    Pingback by » Gaming Is Not Bowling Alone »Sport News & Equipment — September 25, 2008 @ 4:07 am

  3. […] value of gam­ing in libraries or if you’ve been skep­ti­cal about the whole idea, please read Gam­ing Is Not Bowl­ing Alone by The Shifted Librar­ian. Jenny has done a great job pulling together some high­lights from a couple […]

    Pingback by The value of gaming « Just Beth on Libraries — September 25, 2008 @ 8:42 am

  4. The most promis­ing thing in all of this to me is not the gam­ing, which has a great thrill fac­tor. But its the fact that libraries are being show­cased as pli­able plat­forms for infor­mal learn­ing. I just read John Holt’s sem­i­nal book, “How Chil­dren Learn” and he describes the kind of expe­ri­ences that can hap­pen in libraries. Thanks for shar­ing the study, Jenny.

    Comment by Patricia Martin — September 25, 2008 @ 10:22 am

  5. I still don’t get it. By empha­siz­ing gam­ing and its role in civic par­tic­i­pa­tion and social inter­ac­tion, aren’t libraries sim­ply becom­ing com­mu­nity cen­ters? There’s noth­ing wrong with com­mu­nity cen­ters — they are awe­some. But they aren’t libraries, which are awe­some in their own way.

    Libraries have their own pur­pose, and it is sim­ple: they are vir­tual and phys­i­cal spaces that should pro­vide envi­ron­ments con­ducive to acquir­ing and exchang­ing infor­ma­tion. The actual build­ings are nice because they are rel­a­tively quiet places kids can go to study when it may be dif­fi­cult to do so at home where sib­lings and other dis­trac­tions abound. Library web por­tals can be of great value to patrons by allow­ing them to focus on the infor­ma­tion they need while less­en­ing the ever increas­ing amount of noise that is gen­er­ated on the web and in the rest of the world.

    Yes, I know younger gen­er­a­tions have an innate abil­ity to mul­ti­task, and research strate­gies vary, and the world she is a-changing, but what many see as the evo­lu­tion of libraries seems to me to be des­per­ate straw-grasping in the form of trend-mongering.

    The main argu­ment I have heard for hav­ing Gui­tarHero in the library is to draw peo­ple in and hope­fully they will check out the information-related ameni­ties while they are there. This is akin to time­shares giv­ing out free tele­vi­sions or trips to Chichen Itza; a few peo­ple buy what they are sell­ing, but the major­ity of peo­ple walk away from the sales pitch not hav­ing pur­chased any­thing, feel­ing a lit­tle sad for the pathetic com­pany they have just duped into giv­ing them com­pletely unre­lated free crap.

    I want to believe that gam­ing in libraries is pro­duc­tive, and will add to the value and pos­i­tive image of the library as insti­tu­tion, but nobody has been able to give me solid proof or sta­tis­tics that indi­cate this. There are so many other things libraries can do, so many rel­e­vant things, to increase their value.

    Add a cof­fee shop (peo­ple drink cof­fee while they read and research and study), or pro­vide needed com­mu­nity information-related ser­vices (like job-hunt con­sul­ta­tions or tax help or basic real estate courses or tutor­ing or ESL & col­lege prep classes or inter­net & com­puter & research skills ses­sions). Work with schools to bring stu­dents in early on so they know what a library is. Work with the gov­ern­ment to offer eas­ier access to infor­ma­tion that is often only acces­si­ble by cut­ting through rolls of red tape. Work with local busi­nesses (car deal­er­ships, organic food co-ops, doctor’s offices) to aid in edu­cat­ing the con­sumer or patient. Focus on enhanc­ing what libraries are, not chang­ing them into some­thing else.

    We are get­ting dis­tracted. DDR is flashy and fun, but irrel­e­vant. We need to con­cen­trate on doing what we do best, not attempt­ing to do what oth­ers already do (and it doesn’t mat­ter any­way because next year the Wii will be soooo 2008).

    What I see is not the evo­lu­tion of libraries, it is the extinc­tion, for which librar­i­ans are the biggest proponents.

    Seri­ously, if any­body has any sta­tis­tics on gam­ing in libraries, please post them, because I want to understand!

    Comment by Melissa — September 27, 2008 @ 6:04 pm

  6. Hi, Melissa –

    Thanks for shar­ing your thoughts about this.

    From my per­spec­tive, libraries have been com­mu­nity cen­ters for decades and this type of pro­gram­ming is just an exten­sion of an exist­ing ser­vice. Many pub­lic libraries already offer boardgames, craft pro­grams for kids, pro­grams for adults, meet­ing rooms for the pub­lic to use, movies, book clubs, con­certs, and more. I don’t think “library as com­mu­nity cen­ter” is a new con­cept that started with gam­ing. I’m not sure I under­stand why a cof­fee shop is okay but a gam­ing pro­gram where the par­tic­i­pants actu­ally inter­act with each other isn’t? Can you elab­o­rate more on that? Many libraries are already doing most of the things you named, so I think we can do those *and* gam­ing. As I keep say­ing, it’s “and,” not “or.”

    Libraries have their own pur­pose, and it is sim­ple: they are vir­tual and phys­i­cal spaces that should pro­vide envi­ron­ments con­ducive to acquir­ing and exchang­ing information.”

    I think you’re mak­ing an assump­tion here that every­one views the library as you do and that your per­spec­tive is the one “right one.” Libraries are many things to many peo­ple, going back to a begin­ning with archives that were avail­able to only a select few. Your def­i­n­i­tion also assumes that recre­ational activ­i­ties in the library don’t exchange infor­ma­tion. Are you advo­cat­ing that we kick the knit­ting club out of our meet­ing rooms?

    The actual build­ings are nice because they are rel­a­tively quiet places kids can go to study when it may be dif­fi­cult to do so at home where sib­lings and other dis­trac­tions abound.”

    Again, this is one view of what kids are sup­posed to be doing in libraries. Back when libraries did not offer fic­tion because it cor­rupted read­ers’ minds, we also didn’t offer ser­vices to chil­dren at all. But things change, and many of us believe that the mis­sion of pub­lic libraries (which is actu­ally stated in many insti­tu­tions’ mis­sion state­ments) includes recre­ational use. We say adults should be able to check out fic­tion and attend pro­grams at the library for purely recre­ational rea­sons. Why does that not apply to kids, too? As a child, I would have hated to have some­one else box in my view of what I could do in my library.

    what many see as the evo­lu­tion of libraries seems to me to be des­per­ate straw-grasping in the form of trend-mongering.”

    You are enti­tled to your opin­ion, but did you feel the same way when libraries intro­duced music and movies? Because games are just another con­tent for­mat, and many of us believe libraries are in the busi­ness of con­tent *and* infor­ma­tion. I also remem­ber hear­ing col­leagues say that offer­ing pub­lic inter­net access, espe­cially for read­ing email, was a des­per­ate grab to hop on a trend and remain relevant.

    The main argu­ment I have heard for hav­ing Gui­tarHero in the library is to draw peo­ple in and hope­fully they will check out the information-related ameni­ties while they are there. This is akin to time­shares giv­ing out free tele­vi­sions or trips to Chichen Itza;”

    I think you’re com­par­ing apples and oranges because the time­shares con­cept is a one-way sell that hopes only to take one spe­cific thing from the per­son sit­ting there. With gam­ing, libraries engage the par­tic­i­pants who get to inter­act with each other and come together around con­tent. When this hap­pens in a library, these kids are sur­rounded by the wis­dom of the world and infor­ma­tion guides to help them nav­i­gate it. That’s a pow­er­ful for­mula that no other “com­mu­nity cen­ter” can offer, and it’s a very dif­fer­ent equa­tion than a time­share pitch, because the par­tic­i­pant can get out of it what­ever she wants.

    I want to believe that gam­ing in libraries is pro­duc­tive, and will add to the value and pos­i­tive image of the library as insti­tu­tion, but nobody has been able to give me solid proof or sta­tis­tics that indi­cate this.”

    I’ve writ­ten about this many times, so I encour­age you to go back and read through the archive at http://theshiftedlibrarian.com/tag/gaming-in-libraries/. Most recently, I directly addressed this con­cern in a post called Does Gam­ing Pro­mote Read­ing?. Also check out Scott Nicholson’s 2007 cen­sus of gam­ing in libraries, Who Else Is Play­ing? The Cur­rent State of Gam­ing in Libraries, in which librar­i­ans reported spe­cific num­bers sup­port­ing the state­ment that gam­ing improves the image and use of the library with users who come in for the games.

    If you think DDR is flashy and irrel­e­vant, then focus on the pieces that are impor­tant to you and help your library enhance them. Gam­ing is not tak­ing away from them, it is adding to them. My guess is that gam­ing is tak­ing up such an incred­i­bly small per­cent­age of any library’s bud­get and resources that it’s prob­a­bly not even dent­ing 1%, which leaves more than 99% for the other ser­vices you named.

    If you truly want to learn more, I again encour­age you to go to a library gam­ing event and talk with librar­i­ans who offer this ser­vice. I’m con­fi­dent that you’ll find that far from feel­ing “extinct,” these folks are build­ing on new rela­tion­ships with new library users, in addi­tion to cre­at­ing bet­ter rela­tion­ships with exist­ing ones. This truly is the best way for you to under­stand how pow­er­ful a ser­vice this can be.

    Jenny

    Comment by jenny — September 28, 2008 @ 9:45 am

  7. Hola,

    I think Jenny pretty much said most of what I was want­ing to say, so this will be short. As stated by Jenny, libraries (minus strictly aca­d­e­mic ones that would be found on a col­lege cam­pus) are for all pur­poses com­mu­nity cen­ters, and have been for some time. Many pub­lic libraries now hold events of all kinds that lend to all aspects of the com­mu­nity (sum­mer read­ing clubs and events to with them, weekly story times that are in all respects com­mu­nity events, lend­ing meet­ing rooms out for non-library spon­sored events, etc.).

    Parts of my own library are quiet and ideal for the gath­er­ing, digest­ing, and shar­ing of infor­ma­tion. Other areas of my library are purely for com­mu­nity inter­ac­tion (the teen area, children’s area, meet­ing room, etc.). We deal equally with both parts because that is what a pub­lic library does, and should do. Much has changed over the last few decades, and for many areas the library is a sup­ple­ment to all aspects of life (edu­ca­tion, com­mu­nity, and per­sonal). Decades ago, these libraries might have been the only real source of edu­ca­tion for many, but edu­ca­tion is not the sole pur­pose of a pub­lic library now. If that was the only thing that pub­lic libraries focused on any­more, then that would lead to the extinc­tion of said libraries.

    I think what most peeple fail to real­ize is that pub­lic libraries have not for­saken infor­ma­tion in any regards. instead, they have adopted addi­tional fea­tures that sur­round­ing com­mu­ni­ties need (also keep in mind that not all com­mu­ni­ties have ded­i­cated com­mu­nity cen­ters). All the infor­matin is still there, and for the most part it is more acces­si­ble than before due to the mul­ti­tude of ways it can be passed on. You see teen gam­ing as a sense­less act of mind-numbing crap (funny, that’s what I see read­ing “clas­sics” as, but that is only my opin­ion). How­ever, I see it as an oppor­tu­nity for teens to pass infor­ma­tion (that they see as impor­tant and that oth­ers see as impor­tant) to each other, and expose them to other oppor­tu­ni­ties that they could use, while pro­vid­ing mean­ing­ful social inter­ac­tion that might be tough for them to nor­mally receive.

    I have many teens that have began using our home­work help cen­ter, or have come to an edu­ca­tional event solely on the fact that they see the pub­lic library as a great com­mu­nity tool. If we were merely a place to sit down, shut up, and find some infor­ma­tion, our abil­ity to pass infor­matin would be severely hin­dered as only ded­i­cated schol­ars (a very pres­ti­gious pro­fes­sion and one that often can’t be afforded until retire­ment), or self inflicted prudes would seek such a sad, gloomy, and unfriendly place to visit.

    These are just my ram­bles, but I believe that this is the cor­rect direc­tion for pub­lic libraries to take. I have noth­ing else… for now.

    Comment by Jolli — September 29, 2008 @ 12:55 pm

  8. This is a fas­ci­nat­ing read, as is the com­ment stream regard­ing libraries as com­mu­nity centers.

    Have you con­sid­ered the idea of start­ing library-organized player com­mu­ni­ties in online games? For instance, the guild “The Sleeper Car­tel” in World of War­craft (www.sleepercartel.com) fea­tures many of the aspects of civic par­tic­i­pa­tion that you describe in this post; recently they’ve been doing in-game events for char­i­ties, and in the past older guild mem­bers have helped out younger ones with writ­ing assign­ments and such. Kids who are inter­ested in com­mu­nity orga­ni­za­tion and man­age­ment can also get a lot of expe­ri­ence help­ing man­age these vir­tual com­mu­ni­ties. The main thing miss­ing from this, of course, is the fact that there’s no phys­i­cal prox­im­ity, and per­haps this puts it out of the scope of what a library should be involved in; but still, the idea of a library-run guild that actively pro­motes these kinds of civic activ­i­ties is interesting.

    Comment by Atul — October 11, 2008 @ 3:56 pm

  9. I like the site and am glad to have found it. I also sent you a mes­sage on Face­book. After send­ing the mes­sage I found out more about what I was ask­ing about on the ALA connect.

    Comment by Kelly Alipour — August 10, 2009 @ 3:24 pm

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