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T E G R U O Y Presented by Crystal Rose E M A G N O Gaming in Public and Academic Libraries
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Name the first commercially mass-marketed board game? Monopoly
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What is the average age of a video gamer? age 35
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What is the largest demographic group of online gamers? A. Youth under 18 B. Males 25-35 C. Women over 40
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Average age: 35 Video/Computer Gaming Population 25% of age 50+ play 40% women
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The generation born between 1982- 2001 are popularly referred to as…? Millennials
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Millennial Generation (1982-2001) Ubiquity of information technology Immediacy & Interactivity Social & Collaborative “Hands-On” Learners
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In what year did Atari release the video game “Pong”? 1975
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What is the best-selling video game of all time? Super Mario Brothers
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2008 Sales Up 19% VIDEO GAMES $21.31 BILLION DVDS $22.4 BILLION Down 5.5% CDs $362.6 MILLION Down 20%
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But wait…aren’t video games bad?
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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.
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Games Rated “E” or “T” Dance Dance Revolution (DDR) Guitar Hero Mario Kart Wii Sports
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handheld gaming devices
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Hasbro Canada donating games to every public library in Atlantic Canada
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Grand Prize donated by APLA Nintendo Wii
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www.apla.ca/games
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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.
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Bibliography Bufton, Martha Attridge. “Fun and Games: Library Promotes Game Literacy.” Carleton University 8 February 2009. Entertainment Software Association. Top 10 Industry Facts. 2009. 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.
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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.)
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