Boston Chapter Bulletin
|
Spring 2005 Volume 70, Number 1
Gamers and Librarians – Some Food for Thought Twice at recent conferences I have heard speakers
discuss the relevance of gaming – that is, the playing of video games – to
librarianship. The first time was from the keynote speaker at the ASIST
conference in Providence in November, and the second time was a panel at a 3
hour OCLC Symposium at ALA Midwinter in Boston in January. Both sessions made me
stop and think more about this connection. Anyone born after 1970 has grown up playing video
games, and this means that they probably have a different mindset from those
born before 1970 – there is what one panelist called a "digital
divide." I am a member of the older, non-gaming generation, and although my
now-grown kids all played games of various sorts, from Pong and Mario, to
goodness knows what more recently, I can’t quite get away from a sneaky
feeling that a "gamer" is somehow not a good thing to be. However,
gaming is a reality, and not something we should judge or ignore. Certainly, as
librarians, we all need to understand the gaming mentality in order to better
serve our patrons. Most video games are played by children between
the ages of five and fifteen, which is, of course, when the basic neural
pathways are developing. Up until age eleven or so, boys and girls play more or
less equally, but by the time they reach their teens, more males are playing.
Teen boys also play many games that involve shooting things, which is how many
of us older folks view video games in general, as simply "shooting
things." However, there are many other kinds of games as well. For example,
the Sims game is a virtual dollhouse, very popular (especially with girls) and
worth $1.5 billion – clearly gaming is very important economically! And not
only are there direct costs, like buying the game or logging in to play it, but
associated costs as well. For instance, there is brisk trade in how-to manuals
and within some games you can buy and sell characters, which have reached
certain levels (e.g., a Jedi in a Star Wars game). There is also a substantial time investment by
players, not only in actually playing the game but in everything associated,
studying the how-to manuals, talking with friends, official and unofficial
bulletin boards and chat rooms around the games, etc. That’s another
interesting point – we may think of gamers as solitary and unsocial, but in
fact there are often a lot of social activities that revolve around games. Even
if a child is sitting alone in his room, he may be communicating with friends
online about a game. And today there are more and more games that are online and
interactive (Massively Multiplayer Online Games or MMOGs). In these, players
have characters through which they interact with others. Important things we should remember about gamers: Players are stars of a game – they have a role
to play. They usually have lots of self-confidence, and they also like to be
heroes. (As librarians, we can help them find their places and develop their
skills.) There is always a solution – you just have to
find it. (Kind of like online searching for information, huh?) Failure is part of success – you learn from it.
(So while we older folks may want to get right to what we want, those under the
age thirty-five don’t mind making lots of false starts and bumbling around
making mistakes on the way.) Literacy practices – we tend to think kids
should be reading, not playing video games, but lots of gaming activities
involve printed texts. These are not only within the games themselves, but also
reside on fan sites, chat rooms, manuals, and bulletin boards. Games involve collaborative problem solving.
Gamers work with others in meaningful activities. (Well, activities that are
meaningful to them, anyway.) Different types of learning take place during
games and there are implications for online information flow. There are
apprenticeships; community renewal; decentralized authority; and enculturation
into values. Librarians can use these principles! Gamers want
to be heroes; we should give them a chance to be (to find their way to the
information they want). Keep in mind the simple rules of gamers: The world is logical and human-friendly. It is natural to move quickly between tasks. Don’t be a Level Boss, be a Strategy Guide. Tap the gamer’s instinct for heroism – help
them solve problems. Collaboration is important; make it easy for them
to work together. Gamers are flexible and used to change. They are also risk-takers and don’t mind taking
chances and making mistakes. There are different types of gamers: the "I’ll
solve it myself" type that doesn’t want help; the one who asks friends
for help or uses the strategy guide; and others who are in the middle. Gamers don’t mind working with those from other
generations – after all, as the cartoon says, "on the internet no one
knows you’re a dog!" |
|
| Copyright (c) 1997 SLA.
All rights reserved. Last Updated: March 18, 2005 Comments, questions? Webmaster |