You can discover more about a person in an hour of play than in a year of conversation. - Plato (429-347 B.C.)
Long history of games in the library Chess, Checkers, Bridge, Scrabble Games are just like books, they are just another new format Games are the medium of choice for the millennial generation Games meet developmental needs/build developmental assets of youth Games are literary Games reinforce new literacies
Attract underserved populations Marketing tool for other library services Additional service for library users Community hub Promote collection
Providing services – Give an Experience Authentic and real that connects Unique havent seen before Engaging and fun encourages repeat visits Economical Small investment goes straight into resources Timeless – can be used down the road
Literacy Reading rules and instructions Interpreting and creating meaning from symbols Learning Principles* - Beyond traditional literacy Risk taking Problem solving Developing knowledge through practice Transfer of knowledge Affinity Groups ( *Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave McMillan, 2007) Inspiration to learn more
Social – listen and share Encourages talking Party games Theme games Negotiation games Co-op games Educational War of the Roses - 1450
Creative problem solving Always a winning outcome TED.org Jane McGonigal Stuart Brown
More than patrons will get playing at home The Game vs. the Gaming Experience Tournaments Giveways New games
Traditional: Roll and move Simple mechanics – easy to learn Luck trumps everything Grow boring Designer: Different levels of chance and strategy Open ended decisions – higher thought process End Game Scoring – not elimination Mechanics and theme – careful balancing act Many different mechanics
Dont pile games on a table – select a few Have them set up Rules out – with extra copies Have someone who can teach Employees Patrons Game Stores Multiple copies can get one group started When second group comes in, first group can help Identification something identifying the helpers – name badge, shirts, etc.
Help players find a game – just like a book Find out what other games people like Mesh people together based on likes Group like games together Want to try – transition people to similar games
Do simple rounds Games last x amount of rounds – shorten them Lets them try new or other games Two hour event to full day event Can be broken up in groups at different times Announce about 15 minutes to ending
Tournaments Pre-sign ups gets people excited House rules about respecting each other Narrator / Ref Helps keep things moving Maintains time limits Miniatures / Table Top
Encourage parents Ask them to sit and play some Soon kids will play with parents Food and drink No messy food Not cheetos – pretzels and nuts good – no residue Water is good – bottled best Sodas with screw on lids
Figure out your target audience Create a plan – just like any collection in the library Board games age well Keep in mind - Contents get used and lost Use of elastic Baggies for pieces Stacking boxes size them with like sizes
Getting games Games stores May bring demos Try before you buy ask for discounts from game stores create a relationship with store get suggestions Manufacturers may give you copies but it may not be what you want create a list of what you want Spare parts from manufactures do it while in print – harder when out of print Bring your own game - patrons
Emails Marketing in library posters, bookmarks, word of mouth Keep regular schedule Meetup.com Facebook and Twitter Website
Course – by Professor Scott Nicholson http://www.gamesinlibraries.org/course/?page_id=117 ALAs Librarians Guide to Gaming http://librarygamingtoolkit.org Games in Libraries Podcast http://www.gamesinlibraries.org/ Board Game Geek http://boardgamegeek.com/ Board Game News http://boardgamenews.com/
Begin the game by picking out a murderer, detective and commoners. This can be done by letting participants pick a piece of paper that has their position written on it. One person should not play the game because they are the narrator. If there are a lot of people playing the game pick more than one murderer and detective.
The narrator tells everyone to close their eyes and then the murderer points to the person they would like the kill. The narrator then instructs everyone to open their eyes and then informs the group who has been killed. The person that has been killed reveals their identity and is no longer allowed to speak to the group for the rest of the game. The narrator instructs everyone to close their eyes again and the detectives open their eyes and investigates someone. The narrator lets them know if they are the murderer of not. Everyone then opens their eyes.
It is time for everyone then to decide who the murderer is. If the detectives have correctly guessed who the murderer is then they must try to convince everyone that they know who the murderer is. All the while the murderer is trying to convince people to choose anyone other then themselves. After a discussion the players vote on who they want to kill and then that player reveals their identity. The game is over when all the murderers are dead or all of the detectives.
Another way to play murder in the dark is to begin the same way. However in this version the murderer goes around winking at people in a darker room. It is up to the detectives to catch the murderer before he kills everyone or the detectives. Once the murderer kills the detective he wins. The group could walk around or stay sitting in a circle.
Choose one person as the guesser and send them out of the room. While they are gone decide who is going to be the leader. The person comes back into the room and stands in the middle. They must guess who the leader is. The group starts swinging their hands. When the leader is ready he/she will start doing other actions and the rest of the group will follow. (The sillier the action the better but you can do simple things like stomp feet, clap hands, etc.) When the guesser finds the leader, the leader turns into the guesser and the game begins again.
Set out spoons in the middle of the group. There should be one less spoon than players. Pick one player to be the dealer Pass out four cards to each player The dealer begins by picking a card from the pile. He then discards one card to the player on his left. The object of the game is to be the first player to get a four of a kind. When this is accomplished the player who has the match grabs a spoon. All the other players then quickly grab a spoon even if they dont have a match. The player that doesnt get the spoon gets a mark. If the player gets three marks, they are out of the game.
To win this game a player gets a four of a kind and secretly lets their teammate know and yell out Kemps! All you need to play this game is a deck of cards
Players split up into teams. They then decide secretly what their nonverbal secret action will be to inform their teammate that they have a four of a kind. Deal out four cards to each player Deal out four more cards face up in the middle of the group There are no turns As soon as the dealer says go the game begins When a player sees a card they want from to face up cards in the middle they quickly take it before someone else gets it. They must replace it with a card from their own hand. When no one wants the cards in the middle the dealer replaces them with four new cards and the game is continued. When a player gets a four of a kind they must secretly let their partner know, who will then yell Kemps! If a team sees another team doing their symbol they can yell out Stop Kemps! to prevent the team with the four of a kind from winning.
If a team successfully yells Kemps they are awarded a point. If a team yells Kemps and doesnt really have it then the team loses a point. If you stop another team from calling Kemps by calling Stop Kemps and you are right you get a point. If you are wrong you lose a point. First team to five points win To make things even harder dont allow team members to come up with a signal before the game starts
Have the group form a circle Everyone in the group picks a sign or action to make with their hand. This could be a thumbs up, scratching your knee, pulling your ear…. One person who is IT goes into the middle of the circle. They leave the room while the group determines who is going to start the signs. The person comes back into the room and the game begins.
The goal of the game is to make it so the person in middle doesnt know who has the sign. The first person starts by making their sign and then another persons sign. That person receives the sign by doing their own sign and then doing someone else's sign. The game is over when the person in the middle catches someone passing the sign. Signs can be passed as quickly or slowly as desired so as not to get caught. Signs must be accepted by the player before they can get caught by the person in the middle.
The goal is for each player to get rid of their cards faster than the other. Players should begin by holding the first five cards in their hands. (You are only allowed to have five cards in your hand at one time. At the same time, players turn over the card in the middle. Using the cards that are in the players hand, the player quickly adds to the two piles that are face up. You can either build up or down from the two cards overturned.
For example if the card that is showing is a 5 the player can add a 4 or 6. If the card that is showing is and Ace a King or 2 can be added. Once a card is laid down the player can add another to their hand from their pile of fifteen. Remember only five cards in your hand at one time. If no player can play the small card piles on either side can be turned over. Whoever finishes first is the winner. This makes for a great tournament game.
Each player needs their own set of playing cards. Each card needs to have their own special marking on the back side or have an individual pattern.
Fast is a mixture of Speed and Solitaire. Everyone begins with their own set of 52 cards. (Make sure they are shuffled) Each player creates a pile of 15 cards (facedown)out of their own deck. Place 4 more cards face up next to the pile (these are cards that can be built on like solitaire). The remaining cards are held in the players hand. The goal of the game is to be the first player to place all of the cards in their pile of 15 into play (either in the center or on the 4 face up cards). To begin play everyone turns the first card over on the pile that is facedown.
If one of the cards showing is an ace the player can put it into the middle and all other players can start adding to the pile. The count goes from ace, 2,3…Q,K and the suit and color must match. If no one starts with an ace using the big pile in hand begin turning cards over three at a time as fast as you can. If in this pile (or any pile of yours) you come across an ace put it into the center for others to play off. Remember the four that you began with face up??? You can play these in the center or you can build on them like you would a solitaire game. If you play them into the center, you can move a card from your pile of 15 into the empty slot. As long as the card does not have anything built on it you can play these into the center when there is a place to play them.
When one player plays the last card from their pile of 15 the game is over and everyone stops. Scoring: First player to finish is awarded 5 points Each player gets one point for every card they played into the circle piles. For each card that is still in the pile of 15 the players subtracts 1 point from their score Keep on playing until one player reaches 100 points or whatever the group decides.
The goal of this game is not to be in the middle of the circle The group forms a circle with one person in the middle. The person in the middle points to someone and yells either Screaming Viking, Smurfs, Chia Pet, or Jello. They immediately start counting to ten. The person that was pointed to and the person on their left and right must hurry and make the formation that was yelled before the person in the middle counts to ten. If any of the three make a mistake then they are sent to the middle.
Screaming Viking: the two outside people start making a rowing motion while the person in the middle creates horns on their own head and hands. All the while all three must scream or make Viking noises. Smurfs: All three interlock arms and start singing a smurf song (or any happy, falalalala song) Chia Pet: all three people act like they are growing like a chia pet all the while singing the ChaChaChaChia song Jello: the person in the middle wobbles like Jello and the two outside people join arms to make a bowl around the Jello The more crazy you are the better. You can also make up your own actions and sayings for the game.
This works best with groups of about 10-15 people. Everyone stands in a circle and grabs hold of two different hands across the circle. (Make sure the two hands belong to two different people. Try to get everyone all mixed up. The goal is to untie the knot that was made and form a circle. You cannot let go of any hands to get untangled. You can use this just as a fun activity or you can get multiple teams together and have a race.
Everyone sits in a circle Each person needs to decide what animal they want to be. Each animal needs to have a hand gesture (its also more fun if each animal has a sound). For example a lions hand gesture could be claws and a growl. An elephants could be his trunk. Make sure as your coming up with an animal that the gesture can be done quickly so the rhythm is not disrupted when someone does your sign. Every player needs to have a different animal. After everyone has decided what they are tell the entire group so everyone can quickly memorize them.
Begin a basic 1-2-3 rhythm of slapping your thighs on the first two beats and on the third beat clapping your hands. When everyone gets the hang of the rhythm the leaders says One, two, lets play Zoo! The leader then starts the game by performing their own animal gesture on the clapping part of the rhythm, then on the next set of claps the player then does another players gesture. The players whose sign was done then receives it by doing their own sign on the next rhythm set and then passing it along. If a player ruins the rhythm they get a point against them or are out of the game. You can play for however long you want or until a person reaches the specified point limit. Everyone must continue the rhythm even if their sign is not being used.
The faster the group does the rhythm the harder it is to play If it is a young group you can let them take a rhythm set or two while they are trying to remember others signs as long as they dont mess up the rhythm but for older groups signs should be done with no breaks in sets. Also to make it even tougher after a sign is passed on the entire group must move to the seat to their right while keeping the pattern going.
Divide the players into teams. Have each team find a PowerPoint presentation using a search engine. Complicated ones work great! Part of the fun part is finding a great presentation to use. The harder the presentation is to understand the better.
Also have each team choose five funny phrases or words the other team must use when they are giving their presentation When each group has found a PowerPoint presentation each team must get up and deliver the PowerPoint presentation the other team found using the phrases or words given by the other team. You can have judges judge who gave the best presentation or just not have a winner. Use a projector so everyone can see the presentation.
The goal is to be the ultimate ninja Players try to eliminate others by hitting their hands. Players should start in a circle. One person yells out Ultimate Ninja! and everyone moves into their ninja stance One player starts. They try to strike someones hand using only one motion. Players are only allowed one motion per turn. A player can choose to not strike someone and use their turn to move a step. Immediately after that person takes their turn the person to their right takes their turn. If someone is trying to hit your hand you are allowed to try to dodge it in one motion. If you do move, you must hold your new pose after you dodge. If your hand gets hit you are out of the game. Using fun ninja poses and noises make the game even more entertaining.
1. What is the average age of the gamer?* *Entertainment Software Association. Industry Facts. http://www.theesa.com/facts. Accessed May 6, 2011.
2. What percentage of U.S. households play computer and video games? *Entertainment Software Association. Industry Facts. http://www.theesa.com/facts. Accessed May 6, 2011.
3. What % of people over age 50 play games?* Entertainment Software Association. Industry Facts. http://www.theesa.com/facts. Accessed May 6, 2011.
4. How many billions of dollars did the computer and game sales industry gross in 2010?* Entertainment Software Association. Industry Facts. http://www.theesa.com/facts. Accessed May 6, 2011.
5. What % of games sold in 2009 were rated M for Mature?* Entertainment Software Association. Industry Facts. http://www.theesa.com/facts. Accessed May 6, 2011. 60 percent were rated "Everyone (E)" or "Everyone 10+ (E10+)
Video Game Programs in Libraries Stephanie Bertin Salt Lake County Library Services
DEFINITION Anything that is available on a drop-in basis that does not require the active participation of the librarian. Examples: Crafts Contests Guessing games Polls/voting Scavenger hunts Whatever else!
Other ideas… Scavenger Hunts- have the kids hunt for a certain object in the library, give Dewey Decimal clues etc. Coloring pages Name the…name a library pet, mascot or anything else Trivia- place a reference book next to questions Library to library contest
Its All About Fun! Brad Carter, Out of the Box Games
Would anyone be willing to share a favorite game tradition? What makes that tradition memorable for you?