Chapter 5: Broadening Gaming Services in Libraries

Authors

  • Jenny Levine

DOI:

https://doi.org/10.5860/ltr.44n3

Abstract

“And what an amazing year it was,” recalls Jenny Levine in the new issue of Library Technology Reports , “

“In an uncharacteristically (for our profession) viral and rapid way, videogame services in libraries broke through the niche, cult-like status that had relegated them to something only geeky nerds did at home in the basement,” she adds.

In “Gaming and Libraries Update: Broadening the Intersections” Levine adds to the growing body of content documenting gaming and libraries.

In her previous “Gaming and Libraries: Intersection of Services,” ( LTR 42:5) Levine identified the various gaming and videogame-related activities occurring in libraries — public, school, and college — as well as explained gaming activities outside the library domain.

In this issue, Levine focuses on unique videogame services libraries are implementing. “We will hear from nine innovators in the field, each of whom spent 2007 taking gaming in libraries in new directions, providing inspiration and leadership.”

Levine approaches the topic of gaming and libraries with her quiet and practical zeal and openness and wisely features the work of these innovators, who provide case history examples of these new directions at the intersection of library services and “videogames.” [Says Levine of the spelling “videogame”: “In 2007, P3: Power Play Publishing released The Videogame Style Guide and Reference Manual and noted the official spelling of video games as one word (videogames), not two. I have had trouble adapting to this convention myself, but this LTR represents my first full effort to finally integrate this new spelling into my own writing.”]

Contributors to “Gaming and Libraries Update: Broadening the Intersections” include:

Jenny Levine is the Internet Development Specialist and Strategy Guide for the American Library Association's Information Technology and Publishing departments. She earned her MLIS from the University of Illinois at Urbana-Champaign in 1992 and has been an eminent technology training evangelist for librarians during her career. In 2003, she was named one of Library Journal ‘s Movers & Shakers, the publication's homage to “the people shaping the future of libraries,” published every March.

“Levine has one simple goal,” notes the March 15, 2003, Library Journal profile, “to help us librarians become as technologically adept as our users are so that we can deliver services to them when and where they wish to use them and in their preferred medium and platform.”

Levine is a keen advocate for gaming services and libraries, as she is a gamer and has witnessed, through personal observation and study, how gaming services can help members of several generations (particularly younger users) feel connected to the library.

“Gaming,” she concludes, “provides a wealth of service intersections for libraries today and for the libraries of the future. And that future is all about opportunities and weaving together threads, both old and new.”

Since writing a 2006 LTR on this topic, she has organized the 2007 ALA TechSource Gaming, Learning, and Libraries Symposium, helped coordinate ALA's first National Gaming in Libraries Day, and is already working on the next gaming and libraries symposium.

Levine also writes about gaming and libraries on a regular basis on her popular blog, The Shifted Librarian, which can be found at theshiftedlibrarian.com. She began the first librarian blog in 1995, The Librarians’ Site du Jour, which can still be accessed at

References

Michael Abbott, “Librarians Gone Wild: Video Games with No Shushing,” The Brainy Gamer blog, Oct, 28, 2007, www.brainygamer.com/the_brainy_gamer/2007/10/librarians-gone.htmlnCase study synthesized from an e-mail interview by the author with Sheri Chambers on Dec. 14, 2007.nSusan Gibbons, The Academic Library and the Net Gen Student (Chicago: American Library Association 2007): 38-nMarc Prensky, Don't Bother Me Mom—I'm Learning! (St. Paul: Paragon House 2006): 215-nCase study synthesized from an e-mail interview by the author with Lauren Luke on Dec. 12, 2007.nFelicia A. Smith. “Games for Teaching Information Literacy Skills,”

Library Philosophy and Practice

(April 2007), www.webpages.uidaho.edu/%7Embolin/f-smith.pdfnCase study synthesized from an e-mail interview by the author with Arizona State University librarians Tammy Allgood, Marisa Duarte, Bee Gallegos. Karen Grondin, and Aaron Rostad on Dec. 13, 2007.nGibbons, 30.nPaul Waelchli, “Gaming at the Heart of Learning,” Research Quest blog, April 3, 2007, http://researchquest.blogspot.com/2007/04/gaming-at-heart-of-learning.htmln“Fantasy Sports Conference Demographic Survey Shows Continued Growth,” Aug. 2, 2007, press release on the Fantasy Sports Trade Association Web site, http://www.fsta.org/news/pressreleases/PRWeb-FantasySportsConference0807.pdfnAssociation of College and Research Libraries,

Information Literacy Competency Standards for Higher Education

, (Chicago: American Library Association, 2000), 2–3; available online at http://www.ala.org/ala/acrl/acrlstandards/standards.pdfnJames Paul Gee, What Video Games Have to Teach Us about Learning and Literacy (New York: Palgrave Macmillan 2007)nGibbons, 42.n

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Published

2008-10-08

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Articles