T E G R U O Y Presented by Crystal Rose E M A G N O Gaming in Public and Academic Libraries.

Slides:



Advertisements
Similar presentations
M y Opinion Violent Video games are not the cause of any rise in criminal activity of Minors (5-18 Year Olds) in today's society.
Advertisements

Mark Ferguson 10/18/09 Mrs. Pugh.  Computer and video games are rated by the Entertainment Software Rating Board(ESRB), whose system includes age recommendations.
A Glimpse at the Students of Today Prepared by Dena Faust for USDLA conference 2008.
Frank Chang I Wen Chang David Jimenez. What is Violence  Intentional use physical force or threatened against a person or a group that either caused.
Driving Economic Growth with High-Tech Innovations An Overview of Today’s Video Game Industry Michael Gallagher President and CEO Entertainment Software.
Internet Safety for Parents A Basic Primer. Topics to be Discussed: Setting safety parameters including permission levels Creating desktop shortcuts accessible.
NINTENDO WII Stephanie L’Italien COMP 1631 Winter 2011 February 2, 2011.
Technology Issues & Challenges By Helen Mongan-Rallis.
Born Digital: Looking at Information Literacy Instruction Through a Generational Lens Scott Walter University of Kansas Presented at Annual Meeting of.
VIDEO GAMES Evolution, Development, Sales and Controversy.
Chapter 7.6 Content Regulation. 2 History of Censorship Legal source of American speech protection is the 1791 First Amendment to the U.S. Constitution:
GAMERS IN THE STACKS: A BRIEF LOOK AT WHO THE GAMERS ARE, AND WAYS PUBLIC LIBRARIES CAN SERVE THEM Presented for the PLA Virtual Conference by Beth Gallaway,
Video Gaming By: Anthony Libre, Jasper Lim Pua and Sevi Ozamiz.
Teens, Mobile & Games An Overview of Pew Internet Data Amanda Lenhart FTC Brownbag May 28, 2009.
1950’s Games were invented as early as the 1950’s. OXO a graphical version of tic-tac-toe was created in 1952 The player would play against the computer.
1 Media Violence: Impact on Children and Families Debbie Richardson, M.S. Child Development Assistant Specialist March 5, 2005 OK Assoc. of Family & Consumer.
December 1, The Beginnings! Video Games started to be developed as early as 1947! First patent was on January 25, The Game was Pong!
Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth Michelene Thompson.
Effectiveness of Video Game Violence By: Trenton McNabb.
Game-Based Literacies & Learning Hiller A. Spires Professor & Senior Research Fellow College of Education NC State University.
America’s Summit on National Parks America’s National Parks and 21 st Century Trends, Priorities, and Values: Gaining Broad Support Erik Huey Senior Vice.
Japanese Game Sales and Demographics A study of the influence of culture on the video game market.
By meg. Video game consoles How have video games consoles changed?
Living, Learning and Teaching in the Global Village Gary Moorman Qatar University and Appalachian State University International Reading Association May,
Digital Game-based Learning and Academic Libraries By Gloria Creed-Dikeogu Ottawa University, Myers Library.
Where Video Games Are: In the Living Room Why Electronic Arts and Activision Now Target the Whole Family Beth Becker, Hang Tran & Jade Webster.
Electronic Gaming and the Media Playground
Nintendo’s Recent Advances in the Video Game Market Ben Tarkany Suguru Minajima Benny Yiu Colton Schulte Stephanie Thomas.
VIDEO GAME ROUNDTABLE DISCUSSION AND DEMO PRESENTED BY: LAURA GIUNTA GARDEN CITY PUBLIC LIBRARY JOSH FIRER BELLMORE MEMORIAL LIBRARY JAMES HUTTER WESTBURY.
The Intersection of Hollywood Film and the Video Game Industry Randy Nichols Department of English Bentley University Twitter: r_j_nichols.
12/01/031 Adult Edutainment Mona Rae Baroody. 12/01/032 Introduction My interest and qualifications Importance of Self-Education for Adults.
Future Horizons Are you there yet? What can you do? By Ann Shlapobersky.
Modern technology. Video and computer games have made a large impact upon society’s youth.
Teens in the digital age Lee Rainie Director – Pew Internet Project Tech Innovators Washington, DC
TECHNOLOGY IS CHANGING
By Tim Martinson GENERATION Z.  Born:  US: 65 million  First World Nations 275 million  Global Z – More Than 1.6 billion and growing Who.
Youth gambling and the Internet: The good, the bad and the ugly Jeffrey L. Derevensky, Ph.D. Professor, School/Applied Child Psychology Professor, Psychiatry.
Jason Jeremy Haris. - Computer Addiction provides hours of enjoyment and entertainment individually and with others. Computers and the internet are the.
© 2012 The McGraw-Hill Companies, Inc. All rights reserved. Chapter 9 Video Games.
AUTOMOTIVE BEAUTY COMMERCIAL TECHNOLOGY CONSUMER TECHNOLOGY ENTERTAINMENT FASHION FOOD & BEVERAGE FOODSERVICE HOME OFFICE SUPPLIES SOFTWARE SPORTS TOYS.
Team 2 Joe Rizo Julia Denisse Paula Vasquez Alma Martinez Internet Safety and Parental Controls Created a Wiki page
The Video Game Industry Week 10. THE RISE OF THE VIDEO GAME INDUSTRY As with other industries there are three main themes associated with the video game.
© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 1 Lesson 4 Game.
Description Video games are a nation wide popular electronic device that is owned by millions of homes world wide. The technology and ideas of video games.
Gaming in Libraries Idea Overview. Ideas at Conference Why Games Are Important to Libraries Educational Value of Games Gaming Programs in Libraries.
Unit I: Game Ratings ERSB GAD. Ethics in Game Design GAD Ethics is applying a moral judgment of right and wrong, moral and immoral to something. Ethical.
». What is ESRB? 2 The Entertainment Software Rating Board (ESRB) is a voluntary organization concerned with rating video games. The ESRB was founded.
Teen TechWeek TM Teen Read Week TM National literacy & technology campaigns of the Young Adult Library Services Association.
A Leap Worth Taking: A Brief Introduction to Video Gaming in Libraries Matthew Stephenson Friday, September 18, 2015.
Jason Jeremy Haris. - Computer Addiction provides hours of enjoyment and entertainment individually and with others. Computers and the internet are the.
New Technologies in Libraries What This Stuff Is and How You Can Use It Library 2.0.
Following is facts from The Entertainment Software Association ( and Swedish Game Industry ( Next: video games.
Engaging the Skill Set of the Millennials: Librarians, Content and Technology in the Mobile Age Jill Hawthorne Associate Director International Development.
Millennials in the Library: Today’s Student Library Worker Eric A. Kidwell Director of the Library Houghton Memorial Library Huntingdon College Alabama.
By: Andrew, James, and William. Introduction: Do you like video games? Video games are very fun and interesting. If you like video games you should read.
Gaming by the Numbers Presented for InfoPeople by Beth Gallaway CLA Conference, Sacramento CA November 2007.
Survey of Procedural Content CSE 3541 Matt Boggus.
Lora Beckstead CIS Age Group  A new social network A way to interact with each other without any sexual or explicit content.  Help us.
Market Segmentation.
By: Rosa Ravenstein. The first video game was released in This game was “cathode Ray tube amusement device” developed by Thomas T. Goldsmith, jr.
By: Joshua Maile. Back in the Day… Pong – a simulated ping pong game where players had to hit a “ball” with “paddles.”
2014 Integrating Gaming and Fitness Amber Bachlani Miko Charbonneau Ellen Yi-Luen Do Katherine Sagona-Stophel October 9 th, 2014 #GHC
The Origin of Gaming Kuliah #1 Game Design & Development.
Call of Duty Psychological Warfare: The Link Between Video Games and Aggression By Wyatt James Palmer.
Gaming and Teens How libraries are utilizing video games and attracting teens!
105 GOT GAME Introduction Planet of the Rotting Minds? Computer Space 1970 Magnavox Odyssey 1972 Pong 1972 A Brief History of Video Games - Part 1 Death.
1 LPL Amy Wander Adam Melancon 02/2005Lafayette Public Library.

History of G1-G8 Games and Video Game Ratings Chapter 3 Pages
Presentation transcript:

T E G R U O Y Presented by Crystal Rose E M A G N O Gaming in Public and Academic Libraries

Name the first commercially mass-marketed board game? Monopoly

What is the average age of a video gamer? age 35

What is the largest demographic group of online gamers? A. Youth under 18 B. Males C. Women over 40

Average age: 35 Video/Computer Gaming Population 25% of age 50+ play 40% women

The generation born between are popularly referred to as…? Millennials

Millennial Generation ( ) Ubiquity of information technology Immediacy & Interactivity Social & Collaborative “Hands-On” Learners

In what year did Atari release the video game “Pong”? 1975

What is the best-selling video game of all time? Super Mario Brothers

2008 Sales Up 19% VIDEO GAMES $21.31 BILLION DVDS $22.4 BILLION Down 5.5% CDs $362.6 MILLION Down 20%

But wait…aren’t video games bad?

Early Childhood (EC): Ages 3+ Everyone (E): Ages 6+ EVERYONE 10+ (E10+): Ages 10+. May contain more cartoon, fantasy or mild violence, mild language, and/or minimal suggestive themes. Teen (T): Ages 13+. May contain violent content, mild or strong language, and/or suggestive themes. Mature (M): Ages 17+. May contain mature sexual themes, more intense violence and/or strong language Adults Only (AO): May include graphic depictions of sex and/or violence. Not intended for persons under the age of 18.

Games Rated “E” or “T” Dance Dance Revolution (DDR) Guitar Hero Mario Kart Wii Sports

handheld gaming devices

Hasbro Canada donating games to every public library in Atlantic Canada

Grand Prize donated by APLA Nintendo Wii

Assistant Professor David Mould, student James Ferris, and Robert Smith, the library’s subject specialist for computer science play Catan, a classic board-game now available at Carleton University Library.

Bibliography Bufton, Martha Attridge. “Fun and Games: Library Promotes Game Literacy.” Carleton University 8 February Entertainment Software Association. Top 10 Industry Facts Frand, J.L. “The Information-Age Mindset: Changes in Students and Implications for Higher Education.” EDUCAUSE Review 35.5 (2000): Gallaway, Beth, and Alissa Lauzon. “I Can’t Dance Without Arrows: Getting Your Library with Video Game Programs.” Young Adult Library Services 4.4 (2006): Harris, Amy, and Scott E. Rice, eds. Gaming in Academic Libraries: Collections, Marketing, and Information Literacy. Chicago: Association of College and Research Libraries, Leach, Guy J. “Play to Win! Using Games in Library Instruction to Enhance student Learning.” Research Strategies 20.3 (2005):

Levine, Jenny. “Gaming and Libraries: Intersection of Services.” Library Technology Reports 42.5 (Sept/Oct 2006). Oblinger, Diana. “Boomers, Gen-Xers and Millennials: Understanding the New Students.” EDUCAUSE Review 38.4 (2003): Saxton, Beth. “All Thumbs Isn't a Bad Thing: Video Game Your Library.” Young Adult Library Services (Winter 2007): Scordato, Julie. “Gaming as a Library Service.” Public Libraries 47.1 (Jan/Feb 2008): Strauss, William, and Neil Howe. Millennials Rising: The Next Great Generation. New York: Vintage, Sutton, Lynn, and H. David Womack. “Got Game? Hosting Game Night in an Academic Library.” C&RL News 67.3(March 2006): Bibliography (cont.)