About the author:
Jessica Davenport is seeking a Masters in Library Sciences at IUPUI. She focuses on how games interact with libraries, and hopes to incorporate her knowledge of both into her future career as a digital archivist creating 3D digital collections and environments. She has worked on several game projects including Return of Aetheria. |
Welcome!to "Ahead of the Game", a library and gaming podcast. Gamers a massive part of culture today, and I've been a part of that culture since I was little. However most public libraries don't offer games to patrons as items to check out, in 2013 only 15% of public libraries did. (CNN) They sometimes don't even realize the potential that gamification has to transform their library and re-invigorate their patronage. So how are libraries making their way into the digital age? How have they done so in the past? And how do they plan to do so in the future?
In this podcast we'll look at public libraries specifically throughout the ages, studying how they incorporate gaming into their everyday lives. We'll particularly focus on how video games are making their way into libraries more and more often in present day and how gamers are influencing library culture in the future. Enjoy! |
Episode 1 - The Past
Where we discuss the history of gaming in libraries. These days everything is digital but that doesn't mean that gaming wasn't always a part of libraries, games have been around in libraries since the early 1800's.
Citations:
Elrich, Martin. “A Puzzling Problem.” Wilson Library Bulletin. (1955) 326-329. Print.
Nicholson, Scott. “Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries”. The Library Quarterly: Information, Community, Policy 83.4 (2013): 341–361. Web.
Citations:
Elrich, Martin. “A Puzzling Problem.” Wilson Library Bulletin. (1955) 326-329. Print.
Nicholson, Scott. “Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries”. The Library Quarterly: Information, Community, Policy 83.4 (2013): 341–361. Web.
Episode 2 - Why are Games Important for Libraries
Where we discuss the numerous benefits of video gaming in libraries.
Citations:
Cathy Davidson, Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work, and Learn (New York: Viking, 2011), 146.
Gaming ALA. (n.d.). Retrieved February 06, 2017, from http://wikis.ala.org/professionaltips/index.php?title=Gaming
Gaming in Libraries. (n.d.). Retrieved February 06, 2017, from http://www.techsoupforlibraries.org/planning-for-success/innovation/gaming-in-libraries
Jensen, Karen. "Geek is the New Black: Benefits of Electronic Gaming in the Library, a defense." (2013, August 13) Retrieved February 06, 2017, from http://www.teenlibrariantoolbox.com/2013/08/geek-is-the-new-black-benefits-of-electronic-gaming-in-the-library-a-defense/
Episode 3 - The Present (Examples)
Where we discuss more current examples of video gaming applications in libraries.
Citations:
Carlson, J. (2016, September). Librarians Get Their GAME On. Retrieved February 07, 2017, from https://americanlibrariesmagazine.org/blogs/the-scoop/aasl-game-conference-day-one/
IMLS Competition Inspires Students to Learn STEM Through Video Games. (2016, November 18). Retrieved February 07, 2017, from http://www.universityherald.com/articles/50287/20161118/imls-competition-inspires-students-learn-stem-through-video-games.htm
Libraries offer chance to design computer video games. (2017, February 07). Retrieved February 07, 2017, from http://www.peninsuladailynews.com/entertainment/libraries-offer-chance-to-design-computer-video-games/
Rosenfeld, A. (2016, December 30). Library to launch video game collection, VR system. Retrieved February 07, 2017, from http://trib.com/news/local/casper/library-to-launch-video-game-collection-vr-system/article_53dd2c6f-aa5f-50fc-8e15-713a6042721c.html
Citations:
Carlson, J. (2016, September). Librarians Get Their GAME On. Retrieved February 07, 2017, from https://americanlibrariesmagazine.org/blogs/the-scoop/aasl-game-conference-day-one/
IMLS Competition Inspires Students to Learn STEM Through Video Games. (2016, November 18). Retrieved February 07, 2017, from http://www.universityherald.com/articles/50287/20161118/imls-competition-inspires-students-learn-stem-through-video-games.htm
Libraries offer chance to design computer video games. (2017, February 07). Retrieved February 07, 2017, from http://www.peninsuladailynews.com/entertainment/libraries-offer-chance-to-design-computer-video-games/
Rosenfeld, A. (2016, December 30). Library to launch video game collection, VR system. Retrieved February 07, 2017, from http://trib.com/news/local/casper/library-to-launch-video-game-collection-vr-system/article_53dd2c6f-aa5f-50fc-8e15-713a6042721c.html
Episode 4 - The Future
Where we discuss the possibilities of video games in libraries in future times.
Citations:
Green, N. (2016, August 02). Pokémon Go a boon for businesses, libraries — and a botanic garden. Retrieved February 07, 2017, from http://www.dailybreeze.com/lifestyle/20160802/pokemon-go-a-boon-for-businesses-libraries-and-a-botanic-garden
Library, B. P., & Dougan, S. (2016, December). Hi, tech! New computers and gadgets for all Brooklyn libraries. Retrieved February 07, 2017, from http://www.brooklynpaper.com/stories/39/49/all-new-tech-for-brooklyn-libraries-2016-12-02.html
Citations:
Green, N. (2016, August 02). Pokémon Go a boon for businesses, libraries — and a botanic garden. Retrieved February 07, 2017, from http://www.dailybreeze.com/lifestyle/20160802/pokemon-go-a-boon-for-businesses-libraries-and-a-botanic-garden
Library, B. P., & Dougan, S. (2016, December). Hi, tech! New computers and gadgets for all Brooklyn libraries. Retrieved February 07, 2017, from http://www.brooklynpaper.com/stories/39/49/all-new-tech-for-brooklyn-libraries-2016-12-02.html