Title: How old is your brain?
1How old is your brain?
2Hello!!
- Digital Games and Digital Libraries
- Before we start
- I am not a librarian too
- Presentation by John Kirriemuir (no beard!)
- and Lucky the dog
3In this presentation
- Overview of games and gamers.
- Some learning using digital games.
- 12 areas of interest to the wider library
community. - Online games World of Warcraft and Second Life.
- The attributes of a gamer.
4Awareness
- Often from own children who play games.
- Gamers do things really quickly
- pick up objects
- aggregate objects
- manipulate objects.
- If you dont play digital games, you are less
likely to discuss games with your peers.
5Digital games and game players
- What
- Often complex, difficult, involving,
thought-provoking, interactive (as opposed to
reactive), graphically intense, instantaneously
responsive, multi-threaded, multi-interface,
social multiplayer games. - Video games have been around for 30 years. Old
enough to be considered no longer a fad, more a
mainstream entertainment culture. - Things have moved on a bit in those 30 years.
Take tennis, for example
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9Digital games and game players
- Who There are many, many surveys. Most focus on
the US games market. Key trends and facts - About 35 to 45 of digital game players are
female. - Average number of years adult gamers have been
playing computer or video games 12 - Frequent game players in 2003 83 million
worldwide - Game play is displacing other media-centric
activities, especially watching television.
Online game play is a key driver in Internet use
and broadband take-up.
10Average game player age
11New players all the time
12More who social gaming
- People play against friends, neighbours, work
colleagues and family. The top four reasons
parents play video games with their children - 79 Because theyre asked to
- 75 Its fun for the entire family
- 71 Its a good opportunity to socialise with
the child - 62 Its a good opportunity to monitor game
content - (ESA 2006 survey)
- In the US, 32 of heads of households report they
play games on wireless devices such as a cell
phone or PDA. - Again in the US, 58 online game players are
male, 42 of female.
13More who Neilsen entertainment survey
- According to a Nielsen entertainment survey, men
spend more on computer games than they do on
music. - It also found that games are starting to attract
significant numbers of players beyond the core
target market of males aged eight to 34. Almost
a quarter of gamers, 24, are over 40 years, said
the report. It found that 40 of US homes own a
PC, game console or handheld gaming device. - Almost a quarter of these, 23, own all three
types of gaming gadget and the vast majority of
gamers, 89, do their playing via a console. - From http//news.bbc.co.uk/2/hi/technology/4423365
.stm
14Digital games and game players
- Where
- At home.
- Friends / relatives homes.
- School / college / university.
- Travel to school.
- Travel to work.
- At work.
- When roaming.
- (in the library?).
15Digital games and game players
- When
- Whenever a person wants to.
- (Online mobile games) whenever you are in range
of a wifi hotspot so you can play against other
people. - Mobile, persistent and online gaming means a
player can drop in or out of a game to suit their
needs. - Small portable devices with lit screens and
increasingly long battery lives mean there are
few situations where gaming is not possible
(scuba diving?).
16Wario Ware and Nintendogs
- Wario Ware
- 200 mini games in one game
- Each mini game lasts 5 seconds
- Use the stylus on the screen, or blow into the
mic - In the 5 seconds, you must
- Figure out what to do
- Do it
- Nintendogs
- You own a dog
- Teach it through voice commands
- Take it for walks, play with it, feed it
17My cousin is off to University
- Heres his electrical items list
- Xbox 360 lt- games
- Television (to play Xbox on)
- Watch lt- games
- Digital Camera
- Ipod
- PSP lt- games
- Laptop computer lt- games
- Hoover / vacuum cleaner
- Mobile phone lt- games
- Blackberry lt- games (soon)
- (btw whatever happened to convergence?)
18Digital games and game players
- How
- Handheld games console e.g. DS, PSP
- Games console operated through TV
- PC
- Video game arcades
- Mobile phones
- PDAs
- Front headseat on a plane
- Keyring device e.g. digital pet keeper
- any other devices with a chip inside e.g.
Internet-connected fridge
19Sony PSP
20PS2 / Xbox 360 / GameCube
21How many sold?
- PS2 106 million by November 2005
- Xbox 24 million
- GameCube 21 million
- Xbox 360 5.05 million
- GameBoy 70 million
- GBA 75 million
- PSP 20 million
- DS 22 million
- 718 video games have sold over 1 million copies
each - Super Mario Bros (NES) 41 million copies sold
22Digital games and game players
- Why
- A lot of research into this, especially learning
psychology. Two (related) oft-said questions - 1. Why does someone voluntarily do the same
repetitive task in a game over and over? - 2. How can this enthusiasm / keenness /
determination / focus be transferred to learning
situations?
23and heres why (question 1)
- Because games are difficult.
- In addition to completing the game, there is the
challenge of figuring out what to do and how to
do it i.e. mastering the game. - They present a challenge (like crosswords,
sudoko). - They appeal to the curiosity of people.
- Often a game presents instant feedback to the
player on his or her actions. - The learning curve of a good digital game is
- not too easy (will get bored)
- not too hard (will get frustrated)
- something that opens up new parts of the game
(and provide other rewards) in return for
in-game skill development. - encouraging a sense of just one more go in the
player.
24Learning
25Interest
- JISC Strategy 2004-2006
- In the home, set-top boxes together with digital
television and games consoles are increasing the
proportion of the population with access to
online interactive services and may offer new
opportunities for learning to reach more people.
26Resistance to widespread use
- Violence players become psychopaths
- Addiction how much play is too much
- Accuracy of content
- Relevance to the curriculum
- The difficulty in identifying those games which
are suitable (explicitly fit in with the
curriculum)
27(More) resistance to widespread use
- If learning is fun then it cannot be learning.
Learning wasnt fun in my day. - Effects on the younger generation e.g. (from
earlier in Ticer event) - Young people will lose the ability to hold
paper
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29Digital games in learning how?
- Games are widely used as educational tools, not
just for pilots, soldiers and surgeons, but also
in schools and businesses. Games require players
to construct hypotheses, solve problems, develop
strategies, learn the rules of the in-game world
through trial and error. - Gamers must also be able to juggle several
different tasks, evaluate risks and make quick
decisions. Playing games is, thus, an ideal form
of preparation for the workplace of the 21st
century, as some forward-thinking firms are
already starting to realise. - The Economist, August 4, 2005
30The body of research
- Huge amount of research into the use of digital
games in learning, teaching and education. - Older research primarily in the psychology and
sociology fields more recent (1998) in
education fields. - Problems
- Unfortunately rather less research is based in
actual learning situations. - Violent video games get all the media
headlines, making implementation much more
difficult. - Very complex issues at the learning and skill
enhancement levels. - Measuring their effectiveness (i.e. do they
work?).
31Digital games in learning where
- Major part of the UK sector. Software market for
schools 130,000,000 pounds per year (core
market). - Large numbers of digital games developed with
curriculum relevance in mind - Audited against national curriculum
- Tested by teachers and educators
- Mainly in primary schools (age 4 to 12) but
increasingly in secondary - Smaller number of schools (less than 500) use
COTS (Commercial Off The Shelf) games such as Zoo
Tycoon for cross-curricular learning.
32Digital games in education
- Examples of use
- Historical simulations
- Planning and architecture
- Problem solving (instant response)
- Economics and financial management
- Literacy (major success with Myst)
- Physics (gravity, vectors, acceleration)
- Chemistry
- Cultural studies and religion
- Cross-curricula games very popular
33Zoo Tycoon
- Build a zoo and populate it with animals
- Stay on budget
- Pay for feed, staff, animals, vets bills
- Used in schools for
- Maths
- Economics and finance
- Biome
- Ethics (should animals be caged?)
- Planning and design
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36Digital games in health
- Examples of use
- Pain relief and distraction
- Rehabilitation
- Surgery skill increase
- Diabetes awareness
- Easing carpal tunnel syndrome
- Mental health and sharpness (Brain Train!)
- Acting out domestic and social situations
- Social and communication development
- www.gamesforhealth.org
37Digital games in getting fit!
- Dance Dance Revolution and similar installed in
many schools and colleges in the US e.g. every
school in West Virginia. Results are very clear,
but only work best in school environment with
e.g. healthy food. - In UK, school resistance to games has meant lone
teachers have done their own thing. - Martyn Thompson, head of P.E. at Groby Community
College (14 to 19 year olds), Leicestershire, UK
(pictures authorised by same). Lunchtime and
after-school optional classes.
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40Two models of teaching
- Typical assumption is that every student would
use an individual copy of the game, working in
isolation. - No! Most effective models of teaching require
great social interaction. - Both models require
- communication-based participation by all
participants. - the teacher and game being the axis on which the
lesson runs.
411. Teacher as guide
- The teacher has control of the game, and leads
the class through appropriate scenarios. The
class have to tackle the appropriate scenario
before moving on. - Game control is passed around, or the teacher
retains it for the duration of the exercise.
Usually uses one computer and a projector.
422. Teacher as referee
- The class is split into different teams. The
teams collaborate internally, and use the game to
compete against each other e.g. which team can
develop the most economically stable city using
an urban planning simulator. - The teacher sets the task, answers queries,
helps the teams to an appropriate extent,
adjudicates, and leads the class debriefing.
43Impact
- 12 areas where libraries
- and digital games collide
441. Preservation
- Here at the Bibliothèque Nationale de France we
deal with legal deposits of video games. Since
1992, video games are part of patrimonial
collections. Every video game distributed in
France must send in two copies to the French
national library. - Our missions are based on exhaustively collecting
these kinds of documents as we do with others,
cataloguing, and preserving in order to ensure
long term access for researchers. We work closely
to the game community to defend the game as a
document and an object for scientific research. - Relatively problematic needs a lot of resources.
452. Keep kids quiet in public libraries
- I don't know if this counts, but at my library
we're just starting to have video games in our
After-School Zone. Kids and teens can go in from
315 until 500 every day and get a small snack,
study or play games. We get a lot of latchkey
kids, and we figured that if we entertain them,
they're less likely to get into trouble, and
they'll be less likely to clump up on the public
computers. Originally we'd wanted to buy a set
of laptops for the After-School Zone, but we
couldn't work out the computer issues. The video
games were a second-best solution. -
- Allison Angell, Head Youth Services Librarian
- Benicia (California) Public Library
463. Get people into the (public) library
- Check out our newest public library branch in
South Carolina called the Carvers Bay Branch
Library. We opened the library two weeks ago with
10 Xbox 360s and 8 gaming PCs, and we plan to use
them to persuade young people to register for
library cards and to read the games will serve
as the hook for more library usage. - The library is located right in front of a high
school and middle school campus in the poorest,
rural area of our county where illiteracy is
currently 30 and library card registration is
only 2. - Dwight McInvaill
- Director, Georgetown County Library
474. Circulating games
- A small but growing number of public libraries
loan out games. Issues include - budget
- age ratings
- formats
- identifying the best games to stock
- John Scalzo, librarian, ran a game loan scheme
for a year at the end of the first year,
having games in a library has been a complete
success. They are popular with adults, children
and teens and I've only heard the faintest of
grumblings (mostly from older patrons)
questioning why a library would carry, scoff,
games. They are an accepted part of the
collection now and it's hard to ask for anything
more than that.
485. Circulating support materials
- When people play digital games, they use a wide
variety of materials. This is a little-researched
area i.e. the effects on literacy through games
support. - Materials include
- magazines and newspapers (print, online)
- walk-throughs (print, online)
- cheats e.g. codes you type in (print, online)
- maps (print, online)
- interactive guides (online)
- game forums (online)
- blogs and websites (online)
- tips from friends (online, social)
- team-based playing/support (online, social)
496. (Ab)using the library network
- Problem in UK universities. Halls of residence
networks where students have a network point in
each room becoming choked with Xbox Live traffic. - Wireless hotspots around campus could be taken up
by Internet-based mobile or online gaming
(Laptop, PSP, DS). - Playing a digital game has a different timeframe
to searching a library catalogue - library catalogue search 20 seconds to 2 minutes
- flash, shockwave, Java game typically a few
minutes - PSP/DS game 10 minutes to an hour
- PC game e.g. simulation 20 minutes to a few
hours - Online RPG game e.g. World of Warcraft 6 hours
common
50Wireless hotspot in your library
- Visitors to the British Library will be able to
get wireless internet access alongside the
extensive information available in its famous
reading rooms. - A study revealed that 86 of visitors to the
Library carried laptops. - The technology has been on trial since May (2004)
and usage levels make the Library London's most
active public hotspot. - BBC News website, November 18th 2004
517a. Input/output devices
- Old style of data entry keyboard and mouse
- then joystick
- then eyetoy
- then
- floor pads (dancing games)
- feedback devices embedded in controllers
- fishing rods (containing motion sensors)
- touch-sensitive screens (DS portable console)
- voice / speech recognition
- (Coming soon) the Wii Nunchuck
- Moving rapidly towards a no wire gaming
environment.
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53Brain Train (Nintendo DS)
547b. Keyboard/mouse vs motion
- Unlikely that the keyboard will be overthrown as
the main method for data entry. - Speech recognition input, to date, has been a
disappointing development. - Information systems still organised around
database structure, though offering a much richer
way of finding connections between items. - Simple voice recognition and touch screen
technology could enable more effective searching
through these richer environments, especially
through mobile devices.
558. Mobile library catalogue access?
- The positive side of using the library LAN..
- Relieves use of library computers.
- Cuts down time in trying to locate book / journal
/ periodical. - GPS features guide you to the shelf and item
(would this save much time?). - Both PSP and DS are development platforms.
- PSP is easy to (unofficially) develop on
- RSS feeds done!
- Telnet done!
- IRC (Internet Relay Chat) done!
- PSIX (alternative OS) done!
- PSP-HTTPD (web server on a PSP) done!!
569. Library researcher the game
- Several variations on the following been done as
small, in-house projects - navigational, adventure/discovery game
- knowledge quest find and assemble knowledge from
library resources - acquire practice and skill of library researcher
- resident librarians as game masters/mentors
- open source game engine, content development,
and community participation - No large-scale version of this yet.
- (as described by Walt Scacchi, UCgamelab)
5710. Digital Library support for learning game
- CERLIM providing the digital library
- infrastructure for the game data.
58Online Gaming
- Where things get very interesting
59Whos playing what?
60World of Warcraft
- World of Warcraft is a massively multiplayer
online role-playing game (MMORPG). You explore,
and team up with people to complete quests,
elavating your status. - June 2006
- 6.6 million subscribers worldwide (Netherlands
16.3 million residents, the Randstad 7 million
residents) - 2 million in the USA, 1 million in Europe
- Most of the rest in China
- At any given time over 500,000 subscribers are
online. (Rotterdam 588,000 residents)
61Levels 1 to 60 getting social
- While some early parts of World of Warcraft can
be experienced alone without the help of other
players, it is fundamentally a group-centric
game. - Some of the game's low-level, less rewarding
dungeons can be completed with small groups of up
to five members, called "parties." - The most challenging (and rewarding) encounters,
however, require the cooperation of many players,
with the maximum totalling 40 players, which are
referred to as "raids".
62Beyond Level 60 getting very social
- The game fundamentally changes upon reaching
level 60, its raid-dependent (and time-consuming)
nature a vast departure from the relatively
casual experience of advancing one's character
from levels 1 to 60. - The majority of World of Warcraft's endgame
content (for level 60 players) requires raiding,
with 40-player raids making up the bulk of the
game's development since release. - The game's most complex dungeons and encounters
are designed to take raiding guilds months of
playtime and many attempts before they succeed.
6311. Comparethree interfaces
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67What the heck is going on?
- A 2D or 3D visual representation of the game
environment, buildings, your avatar, the other
players' avatars, items such as weapons and
computer-controlled characters. - A text-based or other chat system through which
you can communicate with players whose avatars
are near yours. - An inventory of items you are carrying.
- A map showing key geographic features, other
avatars and other characters near your own. - Avatar/character status information, such as
strengths, injuries, spells and weapons. - Much of this is changing in real-time. Need to
constantly monitor it all while figuring out the
game and while playing the game.
6812. Chat / communication systems
- Language issue e.g. English, Dutch, French.
- Txt spk, other shortened forms.
- Symbols (proprietary versions of emoticons) often
used. - People entering, leaving a conversation (raids
of up to 40 people). - Player monitors dialogue area while
- monitoring other players
- entering own chat
- moving around the area
- manipulating other objects
69WoW encourages curiosity
- World of Warcraft game player "I wonder what's
over that horizon / in that building over there?"
- WorldCat user "I wonder in which other libraries
this particular book is held?" - Amazon customer "I wonder what other books are
read by people who own my favourite book?"
70Whats happening cognitively?
- Socially materially distributed cognition.
- Collaborative problem solving, multiple problem
spaces. - Coordination of people, (virtual) tools,
artifacts, text. - Constellation of literacy practices across
multimedia, multimodal attentional spaces
(Lemke). - Empirical model building (exploits, mods).
- Negotiation of meaning values within community.
- Authoring of identities within beyond the
community. - The Gaming Generation Libraries
Intersections by Constance A. Steinkuehler.
71Information searching within the game
- Textual clues rare inside the game
- Clues are often abstract or symbolic
- Often a time-critical element for finding
information (must work out how to do X before Y
happens) - Clues are often recursive Do A to find B to give
to C who will give you D etc - Gamer can thus mentally keep track of
- several things that need to be done
- status of current objectives
- people
- places
- information
- items
72Second Life the librarians online game of choice
- Own currency system (Lindendollar) pegged to real
world currencies - Libraries being built by
- groups of people
- IBM and others buying islands
- and running training courses
- for their staff
- 400,000 users, and 3,100 businesses set up within
real estate - The BBC hold concerts within Second Life
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74Under construction
- Several libraries built / under construction
- There is also Info Island, home to the Second
Life Library 2.0, a collaboration between the
Alliance Library System and Online Programming
for All Libraries (OPAL). - "More and more educators see Second Life as a
way to engage students," says ALS director of
innovation Lori Bell. "We wanted to see what role
a library could play."
75More
- A group of about 35 librarians have volunteered
their time to build structures and stock the
collection, which includes searchable indexes,
audio and video clips, and books, many of which
are public domain and available to own. - The library also offers live help at certain
hours of the day, for the typical real-life
reference questions that inevitably come up, and
it will hold live events like authors' chats and
tours.
76More
- The library is also exploring ways to offer
learning experiences that simply would not be
possible in real life. It is working with the
Library of Congress to build a Declaration of
Independence room, where a larger-than-life-size
copy of the document will be on display along
with additional readings, audio ?les, and period
furniture. - There's also a library in the works on Caledon,
the exclusively 19th-century island where avatars
wear period dress.
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78- Librarians congregate in OPAL and in SL to listen
to Michael Stephen's presentation on blogging for
the Alliance Library System, thursday June 15
2006.
7910 attributes of a gameplayer
- Expects instant, relevant results.
- Able to multi-task (e-juggling).
- Interrogates a wide array of information source
and media (see circulating support
material) - consequently, is beyond Google in terms of
information retrieval tools. - Is usually a net-user many game players often
blog.
8010 attributes of a gameplayer
- Can find information/knowledge that is not in
obvious places. - Comfortable with complex online systems does
not differentiate between online and offline. - Comfortable with peripherals and unconventional
data entry hardware. - Comfortable with online talk/chat systems.
- No problem with spending colossal amounts of
time online so long as it is rewarding.
81Interface points to ponder
- Not everyone is a game player. A senior citizen
may just want to Google and go. - Google Does what it says on the tin. 1 search
box thats all that is required. - Large amounts of research, development and
funding have been put into making digital game
interfaces as rewarding as possible. - Interfaces differ tremendously between digital
games compare World of Warcraft to Minesweeper.
82One piece of advice for all librarians
83Summary and pointers
- Digital games used occasionally, but not much, in
learning - Many people play them
- Across many demographics
- Mainstream form of entertainment
- Instant response to trial and error (implications
for teaching and learning) - Cognitive and neural changes and development
- Encourages online exploration
- Did I say Play more games?
- Preservation
- Keep kids quiet in the library
- Get people into the library
- Circulating games
- Circulating support materials
- (Ab)using the library network
- Input/output devices
- Mobile library catalogue access
- Library researcher the game
- Interface design
- Accelerated online multi- tasking
- Huge real-time social networking