Pop Goes the Library

Using Pop Culture to Make Libraries Better.

by Sophie Brookover, Liz Burns, Melissa Rabey, Susan Quinn, John Klima, Carlie Webber, Karen Corday, and Eli Neiburger. We're librarians. We're pop culture mavens. We're Pop Culture Librarians.


Gaming, Learning & Libraries Symposium: Day 3

The final day of the Gaming, Learning & Libraries Symposium squeezed a lot of great information into only a half-day!

Gregory Trefry from GameLab and NYU spoke first about Big Fun, Big Learning: Transforming the World through Play. As one of the founders of the Come Out and Play Festival, Gregory spoke about big games. These are games that, as the name implies, are much bigger than a traditional game; they can encompass a whole city, or even all of the Internet. Most big games are a variation on one of four common games: tag, hide and seek, scavenger hunts, or capture the flag. The beauty of big games is that they allow you to get up and be active, while participating in a competitive setting with lots of people. This presentation probably got me the most fired up, the most excited, about gaming in the library.

Beth Gallaway made two great presentations as well: first, in Digital Downloads for Gamers, she discussed the various online options for gamers, such as subscription game services, games to download on library computers, and game websites. Then, in Core Collections, Beth shared information on how to create a circulating game collection at your library, and presented some of the challenges to creating such a collection. Beth has provided links for all the services and information she shared through the GLLS2007 tag on her del.icio.us account.

The final keynote address was given by Liz Lawley, a professor at the Rochester Institute of Technology. In Games Without Borders: Gaming Beyond Consoles and Screens, she discussed how we should make real life more like a game, rather than making our games more like real life. Some interesting facts shared by Dr. Lawley is that for many people, online shopping feels like work since it requires a computer, so there is increased sales occurring at physical stores. Yet by contrast, Generation Y values their computers and cell phones over television, something that is the reverse of how older generations feel.

The conference wrapped up with a winner receiving a Wii console, donated by Nintendo America. But this wasn't just your ordinary door prize; the lucky winner had to win two different games to get her prize.

More information, such as PowerPoint slides and related information, will be posted to the conference's wiki in the coming days, so I encourage you to take a look for more information. Feel free to comment here or send me an email at melinwonderland@yahoo.com, if you'd like to know more about any presentation that I've mentioned.

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