Wednesday, February 20, 2008

LibGaming-ALA Merger: What do you think?

Greetings, gaming librarians and supportive of gaming librarians!

Our list is just over 3 years old, and we've just hit 500 members.

Now that there is a Gaming Member Interest Group in ALA, should the independent LibGaming Google group be moved to an ALA owned email discussion group?

We can discuss here, but please take a moment to give me your feedback, in a 2-question survey at:


Tuesday, February 19, 2008

Video Games and Michigan, NPR

2/18/08 NPR
Six minute podcast: Libraries Woo Kids with Video Games.
Twenty nine second podcast: Michigan Libraries Stocking Video Games.

Using Unreal Tournament to Simulate a Nuclear Plant

2/17/2008 by Greg Kline, Champaign-Urbana News Gazette
Engineering students at the University of Illinois are using 'Unreal Editor' a tool for Unreal Tournament to modify the environment. The grant is funded by the Nuclear Regulatory Commission.

Sunday, February 10, 2008

Games and Gaming in Libraries Facebook Group

"This group is for people wanting to talk about games and gaming in libraries. It's one extension of the Games and Gaming Member Initiative Group of the ALA."

(edit 4-10-08) Link:

Please note you may have to be logged into your Facebook account to see the page.

Saturday, February 09, 2008

Video Games: Selected Resources for School Librarians

I had a consulting request this week for articles specific to gaming in the school library environment - additions welcome!

Beck, John C. and Mitchell Wade. The Kids Are Alright: How the Gamer Generation is Changing Business Forever. Cambridge, MA: Harvard Business School Press, 2004.

Cassell, Justine and Henry Jenkins (Eds). From Barbie to Mortal Kombat: Gender and Computer Games. Cambridge: MIT Pres, 1999.

Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave McMillan, 2003.

Howe, Neil and William Strauss. Millennials Rising: The Next Great Generation. New York: Vintage/Random House, 2000

Hutchinson, David. Playing to Learn: Video Games in the Classroom. Teacher Ideas Press/Libraries Unlimited, 2007.

Jones, Gerard and Lynn Ponton. Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence. Basic Books, 2003.

King, Brad and John Borland. Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic. McGraw-Hill Osborne Media, 2003.

Levine, Jenny. "Library Technology Reports : Gaming and Libraries: Intersection of Services." ALA Techsource. Sep/Oct 2006, vol. 42., n. 5

Neiburger, Eli. Gamers at the Library? ALA Editions, 2007.

Prensky, Mark. Digital Game-Based Learning. McGraw Hill, 2004.

Prensky, Mark. Don’t Bother Me, Mom―I’m Learning! Paragon House Publishers, 2006.

Tapscott, Don. Growing Up Digital: The Rise of the Net Generation. McGraw Hill, 1999.

Anderson, Craig. “Violent Video Games: The Myths, the Facts, and Unanswered Questions.” October 2003. February 9, 2008.

Armstrong, Sara and David Warlick, David. ”The New Literacies.” Technology & Learning. September 15, 2004. February 9, 2008.

Crowe, N., and Bradford, S., (2007), 'Identity in On-Line Gaming: young people's symbolic and virtual extensions of self', in Hodkinson, P., and Bennett, A., (eds), Scenes, Subcultures and Tribes, Routledge.

Crowe, N., and Bradford, S., (2006), 'Hanging out in Runescape': identity, work and play in the virtual playground', Children's Geographies, 4, (3), 331-346.

Czarnecki, Kelly & Matt Gullett. Meet the New You. School Library Journal, 2007. February 9, 2008.

Czarnecki, Kelly. “A Revolution in Library Service: Gaming is More Than Just a Lure into the Library.” School Library Journal, May 2007, p34. February 9, 2008.

Dede, Chris. “Virtual Reality of Learning.” i.e. magazine, Spring 2006. 40-41.

Doshi, Ameet. “Gaming Could Improve Information Literacy.” Computers in Libraries. May 2005, 15-17.

Durkin, K. and Barber B. “Not So Doomed: Computer Game Play and Positive Adolescent Development.” Applied Developmental Psychology, 23 pp. 373-392. 2002.

Egenfeldt-Nielsen, S. (2005) Beyond Edutainment: Exploring the Educational Potential of Computer Games. Ph D dissertation. February 9, 2008.

ESA. Essential Facts About the Computer and Game Industry. The Entertainment Software Association, 2007. . February 9, 2008.

Ferlazzo, Larry. “Free Online Games Develop ESL Students' Language Skills.” Technology & Learning, January 1, 2008. February 9, 2008.

Ferlazzo, Larry. “Playing Around: Favorite Education Game Websites.” Technology & Learning, June 1, 2007. February 9, 2008.

Guyne, Heather Haag . “The Educational Benefits of Video Games.” Technology & Learning, November 1, 2007. February 9, 2008.

Helmrich, Erin and Eli Neiburger. “Video Games as a Service: Hosting Tournaments at your library.” VOYA, 27 (6) 450-453. February 9, 2008.

Huber, Nathan. “The Gaming Life: Gaming Potpourri: Must Have Video Games for Libraries.” School Library Journal, January 2008. February 9, 2008.

Jenkins, Henry. “Reality Bytes: Eight Myths About Video Games Debunked.” The Video Game Revolution. Febr 9, 2008.

Johnson, Andrew. "The NICE Project: Learning Together in a Virtual World." Proceedings of VRAIS '98. 28 Dec 1997. Electronic Visualization Project, University of Illinois. 11 Dec 2006 February 9, 2008.

Johnson, Doug. “Tech Proof: Game On!” Education World. September 2007. February 9, 2008.

McLester, Susan. “Game Plan.” Technology & Learning. 26: 4 November 2005. 20-24. February 9, 2008.

McLester, Susan. “Game Plan, Part 2: Student Gamecraft.” Technology & Learning, 26: 3. October 2005. 18-26. February 9, 2008.

Nicholson, Scott. (2008). “Finish your games so you can start your schoolwork: A look at gaming in school libraries.” Library Media Connection 26(5), 52-55. February 9, 2008.

Neiburger, Eli. “Games... In the Library?” School Library Journal, July 2007. February 9, 2008.

Philips, Amy and Becky Spilver. “Comsole Video Games: Spotlight on Library Programming.” School Library Journal, October 2006. February 9, 2008.

Sams, Bill. "Games, Multi-Player Environments, Immersive Reality: Virtual Worlds & Avatars: What does it mean for learning?" TeachU. Jan 2006.

Schwarzwalder, Jami. “The Gaming Life: Learning Through Play: Cooperative Games in the Classroom. School Library Journal. December 2007. February 9, 2008.

Schmidt, Aaron. “Are You Game?” School Library Journal. June 2006. February 9, 2008.

Squire, Kurt. “Replaying History: Learning World History Through Playing Civilization III.” February 9, 2008.

Squire, Kurt and Constance Steinkuehler. “Meet the Gamers: They Research, Teach, Learn, and Collaborate. So far, without libraries.” Library Journal, April 15, 2005 v130 i7 p38(4). February 3, 2008.

Steinkuehler, Constance. “Learning in Massively Multiplayer Online Games.” February 9, 2008.

Warlich, David. “Classroom as Video Game?” TechLearning. March 2006. February 9, 2008.

Wilson, Heather. (2005). “Gaming for Librarians: An Introduction.” VOYA 27 (6): 446-4449. February 9, 2008.

Wilson, Lee. “Getting It Wrong: Slaying Myths About Video Games (part 1).” Technology & Learning, October 15, 2007. February 9, 2008.

Wilson, Lee. “Getting It Wrong: Slaying Myths About Video Games (part 1).” Technology & Learning, September 15, 2007. February 9, 2008.

Gunn, Moira. “Dr. Henry Jenkins: Video Games and Education.” Tech Nation. March 15, 2005. February 9, 2008.

Crowe, Nic and Simon Bradford. “Thinking Allowed.” BBC Radio, March 7, 2007. February 9, 2008.

4 Librarians. “Video Games in the Library. February 9, 2008.

The Digital Media Collaboratory. February 9, 2008.

Game Politics. February 9, 2008.

“Gaming.” Library Success: A Best Practices Wiki. February 9, 2008.

The Serious Games Initiative. February 9, 2008.

the Video Game Librarian. Gaming Target. 1999-2008. February 9, 2008.

Sims Onstage, Formerly Singshot, adds new songs

Contemporary ones, even!

Thursday, February 07, 2008

63% of the US Population Plays Games

"Gaming is already a mass-market hobby, with people of all ages picking up controllers and portables. Unfortunately, the mainstream media does not seem fully aware of how the mainstream itself thinks about gaming. Once that happens, many of the industry's current PR problems are likely to be alleviated."

Thanks to my friend Jason for the link to this post, which discusses the NPD Group's Expanding the Games Market report, Hill & Knowlton report on regulation, and the National Institute for Media and the Family's latest Video Game Report Card.

Friday, February 01, 2008

Bibliography of Suggested Reading for LibGaming Listserv

Agosto, D. (2004). Girls and gaming: A summary of the research with
implications for practice [Electronic Version]. Teacher Librarian, 31.
Retrieved December 1, 2006 from

American Library Association. (2007). TechSource: Gaming in
libraries. Retrieved August 29, 2007, from

Armstrong, Sara & David Warlick. "The New Literacy." TechLearning. Sept 15 2004.

Beck, John & Mitchell Wade. The Kids Are Alright, by John Beck & Mitchell Wade. Harvard Business School Press, 2007.

Bell, L., Pope, K., & Peters, T. (2007). Digital libraries on the
MUVE: A virtual adventure [Electronic Version]. Bulletin of the
American Society for Information Science & Technology, 33, 17-21.
Retrieved November 3, 2007 from

Boss, R. W. (2005). Games in libraries [Electronic Version]. Retrieved
December 1, 2006 from

Branston, C. (2006, April/May). From game studies to bibliographic
gaming: Libraries tap into the video game culture. Bulletin of the
American Society for Information Science and Technology, 32, 24-26,

Branston, C. (2007). Digital game-based learning & information
literacy. Retrieved November 3, 2007, from

Carr, Mary. "Games Students Play." _Community and Junior College
Libraries_ 14.1 (2007): 1-2.

Chang, A. (2003). Video games could be good for you. Retrieved March
13, 2006, from

Czarnecki, K. (2007a). The big three. School Library Journal, 53(8),

Czarnecki, K. (2007b). Books for teen gamers. Booklist, 103(13),

Czarnecki, K. (2007c). A revolution in library service. School Library
Journal, 53(5), 34-35.

Czarnecki, K., & Gullett, M. (2007). Meet the new you. School Library
Journal, 53(1), 36-39.

Dawes, L., & Dumbleton, T. (2001). Computer games in education:
Findings report [Electronic Version]. Retrieved March 18, 2007 from

de Castell, S., & Jenson, J. (2006). How content matters: Rethinking
educational games. In E. Pearson & P. Bohman (Eds.),Proceedings of
the World Conference on Educational Multimedia, Hypermedia and
Telecommunications 2006 (pp. 1802-1808), AACE.

Dede, C. (2002). Vignettes about the future of learning technologies.
In 2020 visions: Transforming education and training through advanced
technologies (pp. 18-25). Washington, DC: US Department of Commerce.

Dede, C. (2005). Planning for neomillennial learning styles
[Electronic Version]. EDUCAUSE Quarterly, 28. Retrieved December 13,
2005 from

Derry, S. J., & Steinkuehler, C. A. (2003). Cognitive and situative
theories of learning and instruction. In L. Nadel (Ed.), Encyclopedia
of Cognitive Science (pp. 800-805). England: Nature Publishing Group.

Entertainment Software Association. (2005). Essential facts about the
computer and video game industry: Sales, demographics, and usage
data. Retrieved December 10, 2005, from
(New one actually just came out - so be sure and locate it instead!)

Fetscherin, M., & Lattemann, C. (2007). User acceptance of virtual
worlds: An explorative study about Second Life. Retrieved November
3, 2007, from

Gee, J. P. (2003). What videogames have to teach us about learning and
literacy. New York, NY: Palgrave Macmillan.

Grassian, E., & Trueman, R. B. (2007). Stumbling, bumbling,
teleporting and flying . . . librarian avatars in Second Life.
Reference Services Review, 35(1), 84-89.

Griffiths, M. D. (2002). Violent video games and aggression: A review
of the literature. Aggression and Violent Behavior, 4, 203-212.

Hawkins, D. T., & Brynko, B. (2006, June). Gaming: The next hot
technology for libraries? Information Today, pp. 1, 51.

Helmrich, E., & Neiburger, E. (2005). Video games as a service:
Hosting tournaments at your library. Voice of Youth Advocates, 27(6),

Helmrich, E. V., & Neiburger, E. (2007). Video games as a service:
Three years later. Voice of Youth Advocates, 30(2), 113-115.

Hinton, A. (2006, August/September). We live here: Games, third places
and the information architecture of the future. Bulletin of the
American Society for Information Science and Technology, 32, 17-21.

Jenkins, H. (2003). How should we teach kids Newtonian physics?
Simple. Play computer games. [Electronic Version]. Technology Review.
Retrieved March 18, 2007 from

Jenkins, H. (2006a). Confronting the challenges of a participatory
culture: Media education for the 21st century. Retrieved December 1,
2006, from

Jenkins, H. (2006b). Where old and new media collide [Electronic
Version]. Business Week. Retrieved December 1, 2006 from

Jones, J. G., & Bronack, S. C. (2006). Rethinking cognition,
representations, and processes in 3D online social learning
environments. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and
Simulations in Online Learning (Vol. 2, pp. 107-147). Hershey, PA:
Idea Group.

Jones, S. (2003). Let the games begin: Gaming technology and
entertainment among college students. Washington DC: Pew Internet and
American Life Project.

King, K. A. R. (2007). Gaming unplugged. Voice of Youth Advocates,
29(6), 510-511.

Kirriemuir, J. (2002). Video gaming, education, and digital learning
technologies: Relevance and opportunities [Electronic Version]. D-Lib
Magazine, 8. Retrieved December 1, 2006 from

Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher,
A., Jones, T., et al. (1998). Evidence for striatal dopamine release
during a video game. Nature, 393(6682), 266-268.

Lave, J., & Wenger, E. (1991). Situated learning: Legitimate
peripheral participation. Cambridge UK: Cambridge University Press.

Lepouras, G., & Vassilakis, C. (2005). Virtual museums for all:
Employing game technology for edutainment. Virtual Reality, 8, 96-106.

Levine, J. (2007). Getting your game on. American Libraries, 38(1),

Mayo, M. J. (2007). Games for science and engineering education.
Communications of the ACM, 50(7), 31-35.

Neiburger, E. (2007, May). Gamers... in the library? American
Libraries, 58-60.

Neiburger, E., & Gullett, M. (2007). Out of the basement: The social
side of gaming. Young Adult Library Services, 5(2), 34-36, 38.

Oblinger, D. (2006). Simulations, games, and learning [Electronic
Version]. Educause Learning Initiative. Retrieved November 3, 2007

Peters, T. (2007). TechSource Symposium draws gamers to Chicago.
American Libraries, 38(8), 15.

Peters, T., & Bell, L. (2007). MUVEing toward accessibility. Computers
in Libraries, 27(4), 34-36.

Prensky, M. (2006). "Don't bother me Mom, I'm learning!": How computer
and video games are preparing your kids for twenty-first century
success and how you can help! (1st ed.). St. Paul, MN: Paragon House.

Puterbaugh, M. D. (2006). The Virtual Bibliographic Instruction
Project. Retrieved December 1, 2006, from

Reutter, V. (2006). Morality play [Electronic Version]. School Library
Journal. Retrieved December 1, 2006 from

Rise, N. (2006). The interactive children's library of the future.
Bibliotekspressen, 10, 16-17.

Saxton, B. (2007). All thumbs isn't a bad thing: Video game programs @
your library. Young Adult Library Services, 5(2), 31-33.

Schmidt, A. (2005). The young and the wireless [Electronic Version].
School Library Journal. Retrieved December 1, 2006 from

Schwarzwalder, J. (2007). Wii: Welcome to the library. Voice of Youth
Advocates, 30(3), 226-227.

Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2004).
Video games and the future of learning [Electronic Version], 21.
Retrieved December 1, 2006 from

Sperling, R. A., Seyedmonir, M., Aleksic, M., & Meadows, G. (2003).
Animations as learning tools in authentic science materials.
International Journal of Instructional Media, 30(2), 213-221.

Squire, K. (2003). Video games in education [Electronic Version].
International Journal of Intelligent Games & Simulation, 2. Retrieved
March 16, 2007 from

Squire, K., & Steinkuehler, C. (2005). Meet the gamers. Retrieved
December 10, 2005, from

Steinkuehler, C. (2005a). Cognition and learning in massively
multiplayer online games: A critical approach [Electronic Version].
Retrieved December 1, 2006 from

Steinkuehler, C. (2005b). Cognition as (inter)action in the social &
material world. Retrieved December 1, 2006, from

Steinkuehler, C. (2005c). The new third place: Massively multiplayer
online gaming in American youth culture. Tidskrift Journal of Research
in Teacher Education, 3, 17-32.

Stephens, M. (2006). Promoting gaming programs in libraries
[Electronic Version]. Marketing Library Services, 20. Retrieved
November 8, 2006 from

Sullivan, K. (2005). Collection development for the "chip" generation
and beyond. Collection Building, 24(2), 56-60.

Sutton, L., & Womack, H. D. (2006). Got game? Hosting game night in an
academic library. College and Research Libraries News, 67(3), 173-176.

Swanson, K. (2007). Second Life: A science library presence in virtual
reality. Science & Technology Libraries, 27(3), 79-86.

Thomas, Chuck & Robert H. McDonald, "Millennial Net Value(s): Disconnects Between Libraries and the Information Age Mindset"

Urban, R. (2007). Second Life, serious leisure and LIS [Electronic
Version]. Bulletin of the American Society for Information Science and
Technology, August/September, 38-40. Retrieved November 3, 2007 from

Uzwyshyn, R. (2005). Networked 3D game possibilities. Retrieved July
13, 2006, from