week10

City Librarian replies to anti-gaming article

In my blog post last week, I linked to an article against gaming in libraries written by a columnist at the Ottawa Citizen.
 
A reply from the City Librarian advocating for gaming in libraries has since been published, which prompts an interesting discussion about the definition of literacy, especially in relation to library missions and services.
 

A (Virtual) World of Possibilities

After reading all of the materials for this week and collaborating on a group project, I am now excited by the idea of having games in a library.  I have to admit that at first, I was a little skeptical.  In my mind, there was a distinct divide between ‘entertaining games’ and ‘educational games’, and I believed that only the latter really had a place within a library.  But it is now clear that both of these types of games have their own advantages and that librarians should take the time to explore the possi

Virtual Libraries?

Virtual worlds-a concept applied to library science?  Well, I think that is a really interesting idea.  I've never actually participated in online gaming let alone online gaming that involves virtual worlds, but I think that there is some potential with how we see the idea of creating a virtual world for learning processes could be used.  I think that it is truly creative how various professions have turned to the creation of virtual worlds to teach their 'students' how to interact with others in their professional setting and deal with specific problems. 

Virtual Gaming and the Library

I'm not a modern-day gamer. I don’t like how complicated video games have become, and how expensive they are too. I find Second Life frustrating, and RPGs aggravatingly slow. I’ve tried World of Warcraft, and I dabbled in Final Fantasy. It’s just not a world for me. Give me old-school Nintendo any day. And if it MUST be played on a recent system, I will accept Rock Band or Dance Dance Revolution. Maybe a bit of Sing Star. But that’s pretty much where my participation ends.

Gaming and Virtual Worlds: Promising potential but not there yet

Last Friday I attended a Webcast entitled: “Can’t Get There from Here: Achieving Organization 2.0.” It was led by Meredith Farkas as part of the ACRL Virtual Conference. One thing that she said was rather obvious--in fact I’ve heard and said it myself many times--but still, it resonated with me.

Virtual gaming - I just don't get it?

Second LIfe, virtual games, what's next?  Obviously when it comes to this whole concept I definitely show my age - ok I'm not that much older - but older enough to just NOT get it!  Where are the days when friends get together and play board games?  Or when we sit down with our children and students and play or encourage learning games?  I'm sorry I just don't get it!
 

Making connections with online gaming

After reviewing this week’s readings and case studies, two major issues related to gaming in libraries, specifically public and academic, stood out to me. The first is how gaming affects public library patronage, and whether this is a good thing. I bring this up because a public library where I worked had a teen area, which was always packed full of kids (not just teens actually) playing online games.

“Hello Carmen. I’ve been expecting you.”

From city to city, I followed her. London. New York. Hong Kong. Witnesses give me fragmentary details, tiny snippets of where she might be absconding to next. Her V.I.L.E. allies cough up more information, but I know I’m running out of time. That’s when I get lucky. A bad pun clicks and I realize it can’t be Montreal or Istanbul she making for. She’s heading back to California, to the one city where she can disappear into the crowd. But I won’t lose her this time.

I know where you’re going, Carmen Sandiego, and you won’t slip through my fingers again. This time, you’re MINE.

Book: Grown Up Digital

I am currently in the middle Grown Up Digital written by Don Tapscott (Wikinomics).  The book is the result of a $4 million dollar research project that aims to describe the "Net Generation" and how they will effect Education, Workforce, Consumers, Family, and Democracy.  The "Net Generation" is defined as current 11-30 year old that have grown up with computers and the Internet.  While this would make the generation unique it is more important to note that this generation out numbers the baby boomers (most significantly in the US).  Thi

Gaming? In a Library? Really? Yup!

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