T E G R U O Y Presented by Crystal Rose E M A G N O Gaming in Public and Academic Libraries
Name the first commercially mass-marketed board game? Monopoly
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 C. Women over 40
Average age: 35 Video/Computer Gaming Population 25% of age 50+ play 40% women
The generation born between are popularly referred to as…? Millennials
Millennial Generation ( ) Ubiquity of information technology Immediacy & Interactivity Social & Collaborative “Hands-On” Learners
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
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 Entertainment Software Association. Top 10 Industry Facts Frand, J.L. “The Information-Age Mindset: Changes in Students and Implications for Higher Education.” EDUCAUSE Review 35.5 (2000): Gallaway, Beth, and Alissa Lauzon. “I Can’t Dance Without Arrows: Getting Your Library with Video Game Programs.” Young Adult Library Services 4.4 (2006): Harris, Amy, and Scott E. Rice, eds. Gaming in Academic Libraries: Collections, Marketing, and Information Literacy. Chicago: Association of College and Research Libraries, Leach, Guy J. “Play to Win! Using Games in Library Instruction to Enhance student Learning.” Research Strategies 20.3 (2005):
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): Saxton, Beth. “All Thumbs Isn't a Bad Thing: Video Game Your Library.” Young Adult Library Services (Winter 2007): Scordato, Julie. “Gaming as a Library Service.” Public Libraries 47.1 (Jan/Feb 2008): Strauss, William, and Neil Howe. Millennials Rising: The Next Great Generation. New York: Vintage, Sutton, Lynn, and H. David Womack. “Got Game? Hosting Game Night in an Academic Library.” C&RL News 67.3(March 2006): Bibliography (cont.)