Last week we had a lively meeting on the topic of teens and gaming. It included playing a variety of games - Karaoke Revolution, Guitar Hero II, Dance Dance Revolution Extreme, and Katamari Damacy - and talking about why teens like to play these games as well as what the educational benefits of gaming is for teens. The handout
with a list of useful resources and ideas for gaming projects in the library is available.
On the topic of literacy skills supported by teen game play some of the things discussed include:
- Playing games like World of Warcraft includes reading about the game, the characters, and choices that need to be consider in order to succeed. Reading and writing messages from/to other players about how to play the game successfully is also required in order to succeed.
- Playing Karaoke requires reading of lyrics, reading of on-screen directions.
- Playing a game like Madden football requires reading related to team selection, play-books, and such.
- Modding (modifying) games such as the SIMs requires that teens come up with the modification they want to make, consider what's already available, decide how they will make the modification, and read and/or write out their plans. FanFiction is a form of modding that teens also participate in and there is FanFiction related to games.
There was also discussion about the whether or not librarians should promote or allow teen playing games online in which they might encounter people that they shouldn't be in touch with. We talked about the need to give teens opportunities to participate in online activities in environments where they can learn to be smart and safe. Libraries have a great opportunity for with teens talking about how to play games and talking about how to be safe when playing games with those one has never met.
The discussion also focused on whether or not librarians should make pre-judgments about what games teens should be able to play in the library. Before judging a game it's important that librarians try the games out for themselves. Librarians need to know what actually does and doesn't happen in the games teens play. It's also important to remember that game play in the library should, in most instances, focus on the appropriate behavior in the play and not the actual game. For example, if teens play games in the library and don't disturb other customers while doing so their behavior is just fine.
I mentioned that one of the libraries that I work with, the decision was made to only purchase games that are rated E for Everyone or T for teen. The librarians decided not to purchase M for Mature games and the teens understand that decision. The Entertainment Software Rating Board designates game ratings. They have information on their website that you can download or you can have brochures sent to your library.
We also talked about Second Life and Teen Second Life. These are not games, but they are virtual worlds in which teens and adults participate. There is a library in Second Life and a library is in the works for Teen Second Life. It's important for librarians to understand that along with playing games online and on computer teens are also participating in online worlds in which social interactions and learning take place.
Don't forget that there are things you can do in the library that helps teens expand their game play. For example:
- Host a teens teach gaming to adults event.
- Sponsor modding/fanfiction workshops
- Have teens select games and equipment for the library
- Ask teens to setup gaming policies and guidelines
- Have the teens teach the librarians about gaming.
It's important to give teens a chance to talk to librarians about what they play and why they like to play specific games. Get a teen gaming group together and see what they come up with for game related programs and services at the library.
WLS purchased a Playstation II game console and a variety of games for the console. These will be available to member libraries for circulation.
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