[Videolib] 12/06 Summary: collection development policy: video games

Catherine Michael (cmichael@ithaca.edu)
Fri, 15 Dec 2006 16:39:30 -0500

--Boundary_(ID_7vY/o7flASzNVNSA+AKMvQ)
Content-type: text/plain; charset=UTF-8; delsp=yes; format=flowed
Content-transfer-encoding: quoted-printable

Dear Colleagues:

Here is a summary of documents for my research into video games & =20
libraries . Thanks for everyone who replied for their input. Hope =20
I captured everything. The most clearly defined CD Policy was from =20
University of Illinois at Urbana-Champaign, Gaming Collection: About =20
the Collection, University Library http://www.library.uiuc.edu/gaming/=20=

about.html Sorry for duplication.

Regards,
Cathy Michael
Communications Librarian
Ithaca College, Ithaca, NY
_____________________

Conferences
ALA Midwinter Boston (Jan. 14, 2005). OCLC Symposium: Gaming and the =20=

significance for information literacy learning.
This panel discussion discussed the industry, the literacy, =20
collaborative work, and the teaching/learning process. LAN =20
parties were discussed. Aspects of the =E2=80=9Cgamer generation=E2=80=9D=
was =20
analyzed by John C. Beck (author of Got Game?)

Computers in Libraries Conference Set for Washington, D.C. (2006). =20
Information Today,Retrieved Monday, November 27, 2006 from the =20=

Academic Search Premier database.
Note: There was a session on Libraries and Gaming, however, it =
was =20
more about virtual reality and less about =
educational applications.
LITA National Forum (Oct. 28, 2006), Nashville, TN. Keynote Session: =20
Libraries and Public Interest Entertainment. http://www.ala.org/ala/=20
lita/litaevents/litanationalforum2006nashvilletn/keynote.htm

=E2=80=9CThom Gillespie, creator and director of the MIME program in =20
interactive storytelling and computer game design in the department =20
of Telecommunications at Indiana University
Thom will be talking about the role of libraries in a society where =20=

the important media is often citizen media, citizen-created media, =20
which can range from the political, such as Bush in 30 Seconds to =20
Burger King=E2=80=99s Subservient Chicken campaign=E2=80=A6The reference =
interview =20
is still critical, but it is also important that librarians and =20
libraries themselves be active publishers of all sorts of media, from =20=

memory projects to graphic novels to streaming video to game design."

Articles
Doshi, A. (2006, May ). How gaming could improve information =20
literacy. Information Today, 26(5). Retrieved Monday,
November 27, 2006 from http://www.infotoday.com/cilmag/may06/=20
Doshi.shtml

Hawkins, D., & Brynko, B. (2006). Gaming: the next hot technology for =20=

libraries? (cover story). Information Today, 23(6), 1-51. =
Retrieved =20
Monday, November 27, 2006 from the Academic Search Premier database.

Lovering, D. (2006, March 12). Carnegie Mellon to use =E2=80=98Sims=E2=80=
=99 in =20
educational software.USA Today. Retrieved Friday,
December 8, 2006 from =
http://www.usatoday.com/tech/gaming/2006-03-12-=20
sims-mellon_x.htm

Padgett, L. (2006, May 1). What's snu?. Information today, pp. 46,47. =20=

Retrieved Monday,November 27, 2006 from the
Academic Search Premier database.

Schmidt, A. (2005). Product pipeline. Library Journal, 130, 20-21. =20
Retrieved Monday,November 27, 2006 from the Academic
Search Premier database.

Stephens, M. (2006, Mar/Apr ). Special report: promoting gaming =20
programs in libraries. Information Today, 20(2). Retrieved
Monday, November 27, 2006 from =
http://www.infotoday.com/MLS/mar06/=20
Stephens.shtml

Sullivan, K. (2005). Collection development for the "chip" generation =20=

and beyond. Collection Building, 24(2), 56-60. Retrieved
Monday, November 27, 2006 from the Library, Information Science =
& =20
Technology Abstracts database.

Wilson, H. (2005). Gaming for librarians: an introduction. Voices of =20
Youth Advocates, 27(6), 446-449. Retrieved Monday,
November 27, 2006 from the Library, Information Science & =
Technology =20
Abstracts database.

Books / Reports
Beck, J. C. (2004), Got game: how the gamer generation is reshaping =20
business forever. Boston, Mass.: Harvard Business
School Press,

Gee, J. P. (2004). What video games have to teach us about learning =20
and literacy. NY: Palgrave Macmillan.

Levine, J. (Sept./Oct. 2006) Gaming & Libraries: intersection of =20
services. Library Technology Reports.
http://www.techsource.ala.org/ltr/gaming-and-libraries-=20
intersection-of-services.html
Jenny Levine has a popular blog The Shifted =20
Librarian.
http://www.theshiftedlibrarian.com/

Vorderer, P. & Bryant, J. (eds.) (2006). Playing video games. =20
Mahwah, NJ: LEA, 2006.

Websites
Library Success: A Best Practices Wiki. Gaming.
http://www.libsuccess.org/index.php?title=3DGaming
Collates events, resources, blogs, and tips. A good portal.

Gaming in Libraries
http://www.gaminginlibraries.com/
A new blog. Includes presentations from the 2005 Symposium.

Audio
NPR : Video Game Programs Look for New Ways to Use Games (Nov. 14, 2006)
http://www.npr.org/templates/story/story.php?storyId=3D6484624&sc=3Demaf

NPR: Aliens Teach University Economics Class (Oct. 19, 2006)
http://www.npr.org/templates/story/story.php?storyId=3D6342324&sc=3Demaf

Some schools with Educational Technology or Gaming programs

Cornell University: Game Design Initiative at Cornell University =20
(GDIAC) http://gdiac.cis.cornell.edu/

Carnegie Mellon: Entertainment Technology Center http://=20
www.etc.cmu.edu/Global/projects/currentprojects.php

Georgia Tech: College of Computing; BS Computational Media http://=20
lcc.gatech.edu/compumedia/Main.html

Indiana University: MIME http://www.mime.indiana.edu/ IU's library =20
decided not to collect video games.

University of Illinois at Urbana-Champaign, Gaming Collection: About =20
the Collection, University Library http://www.library.uiuc.edu/gaming/=20=

about.html

SMU: Guildhall at SMU http://guildhall.smu.edu/index.php
Library: Norwick Center for Media and Instructional Technology =20
http://www.smu.edu/cul/ncmit/

Stanford Computer Science: Research Project: General Game Playing =20
http://cs.stanford.edu/research/project
Stephen M. Cabrinety Collection the history of Microcomputing: =20
Videogames
Stanford University http://www-sul.stanford.edu/depts/hasrg/histsci/=20
index.htm
Note: Henry Lowood wrote, =E2=80=9CShall we Play a Game: Thoughts on =
the =20
Computer Game Archive of the Future=E2=80=9D (Stanford University, Oct. =
2002).
http://www.stanford.edu/~lowood/Texts/shall_game.pdf

Games at USC http://games.usc.edu/

--Boundary_(ID_7vY/o7flASzNVNSA+AKMvQ)
Content-type: text/html; charset=UTF-8
Content-transfer-encoding: quoted-printable

Dear = Colleagues:

Here is a summary = of documents for my research into video games & libraries .=C2=A0 = =C2=A0Thanks for everyone who replied for their input.=C2=A0 Hope I = captured everything. The most clearly defined CD Policy was = from=C2=A0University of = Illinois at Urbana-Champaign, = Gaming Collection: About the Collection, University = Library http://www.library.uiuc.edu/gaming/about.html=C2=A0 =C2=A0Sorry = for duplication.
<= /SPAN>
Regards,=C2=A0
Cathy = Michael
Communications = Librarian
Ithaca College, Ithaca, = NY
_____________________

Conferences
ALA Midwinter Boston (Jan. 14, = 2005).=C2=A0 = OCLC Symposium: Gaming and the significance=C2=A0for information literacy learning.=C2=A0
This panel = discussion discussed the industry, the literacy, collaborative work, and = the teaching/learning process.=C2=A0=C2=A0=C2=A0 LAN = = parties were discussed.=C2=A0 Aspects of the =E2=80=9Cgamer generation=E2=80=9D= was analyzed by John C. Beck (author of Got = Game?)
=C2=A0
Computers in Libraries Conference Set for = Washington, D.C. (2006). Information = Today,Retrieved Monday, November 27, = = 2006 from the Academic Search Premier = database.
= Note:=C2=A0 There = was a session on Libraries and Gaming, however, it was more about = virtual reality and less about = educational = applications.

LITA National Forum (Oct. 28, 2006), Nashville, TN. Keynote = Session: Libraries and Public Interest = Entertainment.=C2=A0=C2=A0http://www.ala.org/ala/lita/litaevents/litanationalforum2006nashvil= letn/keynote.htm

=E2=80=9CThom Gillespie, creator and director = of the MIME program in interactive storytelling and computer game design = in the department of Telecommunications at Indiana University=E2=80=A8 = Thom will be talking about the role of libraries in a society where the = important media is often citizen media, citizen-created media, which can = range from the political, such as Bush in 30 Seconds to Burger King=E2=80=99= s Subservient Chicken campaign=E2=80=A6The reference interview is still = critical, but it is also important that librarians and libraries = themselves be active publishers of all sorts of media, from memory = projects to graphic novels to streaming video to game = design."

Articles
Doshi, A. (2006, May ). How gaming could = improve information literacy. Information = Today, 26(5). Retrieved = Monday,=C2=A0
=C2=A0
Hawkins, D., & Brynko, B. (2006). Gaming: = the next hot technology for libraries? (cover=C2=A0story). Information Today, = 23(6), 1-51. = = Retrieved Monday, November 27, 2006 from the Academic Search = Premier database.
=C2=A0
Lovering, D. (2006, March = 12).=C2=A0 = Carnegie Mellon to use =E2=80=98Sims=E2=80=99 in educational = software.USA Today. Retrieved = Friday,=C2=A0
=C2=A0
Padgett, L. (2006, May 1). What's snu?. = Information today, pp. 46,47. = Retrieved Monday,November 27, 2006 = from the=C2=A0
Academic Search = Premier database.
=C2=A0
Schmidt, A. (2005). Product pipeline. = Library Journal, 130, 20-21. Retrieved = Monday,November 27, 2006 from the = Academic=C2=A0
Search Premier = database.

Stephens, M. = (2006, Mar/Apr ). Special report: promoting gaming programs in = libraries.=C2=A0Information Today, = 20(2). = Retrieved=C2=A0
Monday, November = 27, 2006 from http://www.info= today.com/MLS/mar06/Stephens.shtml<= /SPAN>
=C2=A0
Sullivan, K. (2005). Collection development = for the "chip" generation and beyond.=C2=A0Collection Building, 24(2), 56-60. Retrieved=C2=A0
Monday, November = 27, 2006 from the=C2=A0Library, = Information Science & Technology Abstracts = database.
=C2=A0
Wilson, H. (2005). Gaming for librarians: an = introduction. Voices of Youth Advocates,=C2=A027(6), 446-449. = Retrieved Monday,=C2=A0
November 27, 2006 = from the Library, Information Science & Technology Abstracts = database.
=C2=A0
Books / = Reports
Beck, J. C. (2004), Got game: how the = gamer generation is reshaping business = forever.=C2=A0Boston, Mass.: = Harvard = Business=C2=A0
School = Press,

Gee, J. P. (2004).=C2=A0 What video games = have to teach us about learning and = literacy.=C2=A0 = NY:=C2=A0Palgrave = Macmillan.
=C2=A0
Levine, J. (Sept./Oct. 2006) Gaming & = Libraries: intersection of services. Library=C2=A0Technology Reports.
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 = http://www.techsource.ala.org/ltr/gaming-and-libraries-intersection= -of-services.html
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2= =A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 Jenny Levine has a popular blog The Shifted = Librarian.=C2=A0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 = http://www.theshiftedlibrarian.com/=
=C2=A0
Vorderer, P. & Bryant, J. (eds.) = (2006).=C2=A0 = Playing video games.=C2=A0 = Mahwah, NJ: LEA, 2006.
=C2=A0
Websites =
Library Success: A Best Practices = Wiki.=C2=A0 = Gaming.
A new blog.=C2=A0 Includes = presentations from the 2005 Symposium.

Audio
NPR : Video Game Programs Look for New Ways to Use Games (Nov. = 14, 2006)
=C2=A0
NPR: Aliens Teach University Economics = Class=C2=A0 = (Oct. 19, 2006)

Some schools with = Educational Technology or Gaming = programs =
=C2=A0
Cornell University:=C2=A0 Game Design = Initiative at Cornell University (GDIAC)=C2=A0=C2=A0=C2=A0http://gdiac.cis.cornell.edu/
=C2=A0
Carnegie Mellon:=C2=A0 Entertainment = Technology Center=C2=A0=C2=A0http://www.etc.cmu.edu/Global/projects/currentprojects.php
=C2=A0
Georgia Tech:=C2=A0 College of = Computing; BS Computational Media=C2=A0=C2=A0http://lcc.gatech.edu/compumedia/Main.html=

Indiana = University: MIME http://www.mime.indiana.edu/=C2=A0=C2=A0IU's library decided not to collect video = games.=C2=A0
=C2=A0
University of Illinois at = Urbana-Champaign, = Gaming Collection: About the Collection, University = Library http://www.library.uiuc.edu/gaming/about.html
=C2=A0
SMU:=C2=A0 Guildhall at = SMU http://guildhall.smu.edu/index.php
Library: Norwick Center for Media and = Instructional Technology=C2=A0=C2=A0http://www.smu.edu/cul/ncmit/
=
=C2=A0
Stanford Computer Science: Research Project: = General Game Playing http://cs.stanford.edu/research/project
Stephen M. Cabrinety Collection the history = of Microcomputing: Videogames
Note:=C2=A0 Henry Lowood=C2=A0 wrote, =E2=80=9CShal= l we Play a Game: Thoughts on the Computer Game Archive of the Future=E2=80= =9D (Stanford University, Oct. 2002).
=C2=A0



=

= --Boundary_(ID_7vY/o7flASzNVNSA+AKMvQ)-- VIDEOLIB is intended to encourage the broad and lively discussion of issues relating to the selection, evaluation, acquisition,bibliographic control, preservation, and use of current and evolving video formats in libraries and related institutions. It is hoped that the list will serve as an effective working tool for video librarians, as well as a channel of communication between libraries,educational institutions, and video producers and distributors.