This document summarizes a presentation about bringing videogaming to libraries. It discusses defining games and their benefits, as well as ways libraries can serve gamers by collecting games, hosting game programs, and more. Examples are provided of model gaming collections and programs. The importance of immersing oneself in gaming culture is emphasized to better understand patrons and the gaming experience. Factors that make for good games and successful gaming programs are also examined.
23. Mobile Gaming Devices Mobile gaming is expected to quadruple to 11.2 billion by 2010
24. Exercise #1: Play a Game! Work in pairs to try a game on a handheld device Objective: gain a little more comfort with a mobile or handheld game. Take 5 minutes to try a game--or show one to someone else--right now!
54. 1. What is the average age of the gamer?* *Entertainment Software Association. “Industry Facts. http://www.theesa.com/facts. Accessed June 12, 2008. 35
55. 2. What % of teens report playing games online?* *Pew Internet & American Life Project. Teens and Technology, July 2005. http://www.pewinternet.org/pdfs/PIP_Teens_Tech_July2005web.pdf. Accessed June 12, 2008. 81%
56. 3. What % of people over age 50 play games?* *Entertainment Software Association. “Industry Facts. http://www.theesa.com/facts. Accessed June 12, 2008. 26%
57. 4. What % of gamers are female?* *Entertainment Software Association. “Industry Facts. http://www.theesa.com/facts. Accessed June 12, 2008. 40%
58. 5. What % of gamers read on a regular basis? *Entertainment Software Association. “Industry Facts. http://www.theesa.com/facts. Accessed June 12, 2008. 32 % 93%
59. 6. How many billions of dollars did the computer and game sales gross in the US in 2007?* $9.5 billion *Entertainment Software Association. “Industry Facts. http://www.theesa.com/facts. Accessed June 12, 2008.
60. 7. What % of games sold in 2007 were rated M for Mature?* *Entertainment Software Association. “Industry Facts. http://www.theesa.com/facts/. Accessed June 12, 2008. 15%
62. 8. What % of public libraries allow patrons to play computer games?* 82% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed June 12, 2008.
63. 9. What % of public libraries host videogame programs?* 13% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed June 12, 2008.
64. 10. What % of public libraries circulate videogames?* 30% *Nicholson, Scott. (2007). The Role of Gaming in Libraries: Taking the Pulse. July 2007. http://boardgameswithscott.com/pulse2007.pdf . Accessed June 12, 2008.
89. Exercise #7: W hat Makes a Good Game? In this group exercise, you will preview video game magazines and look at the articles, advertisements, and reviews for clues about what makes a good game.