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際際滷Share a Scribd company logo
Gaming in Special Libraries Presented by  Dan Hood  and  John Fudrow
Who We Are Dan Hood Information Literacy Fellow at Carnegie Mellon University John Fudrow Soon to be Assessment Librarian at the University of Pittsburgh
Who We Are 閣庄姻岳顎温鉛鉛霞
Who We Are 閣庄姻岳顎温鉛鉛霞
Public Libraries  Marketing 3  Distinct Uses Academic Libraries Teaching Special Libraries Skill Building
Everyones a Gamer Average Game Player Age is: 33 25%  --  50+ yrs. 44%  --  18-49 yrs. 31%  --  under 18 yrs From Entertainment Software  Assocation , 2007.
How can it help? Benefits Increases Productivity An active mind is a happy mind Relieves Stress Meditative States Builds Friendships Community and competitive relations
MMORPGs (Massively Multiplayer Online Roleplaying Games) Teamwork & Communication through
MMORPGs World of Warcraft Guild Wars 10 Million Subscribers 5 Million Subscribers
MMORPGs Pros Teamwork Communication Fast paced Team goals - task oriented Cons Causes rather than relieves Addicting - too immersive Steep learning curve
In MMORPGs and Squad Based Games, communication is key to completing tasks. Communication Those same communication skills are highly sought after traits in the business world.
Halo 2 Communication Tabula Rasa
Communication Pros Cooperation and Planning Leaders emerge Verbal and Emoted Signals Cons Language Embarassment
Games can provide stress relief, similar to meditation. Stress Relief
Endless Ocean Stress Relief
Tetris Stress Relief Bejeweled 2
Stress Relief Pros Psychomotor Rather than Cognitive Easily Attainable Tasks Enjoyment through process Single or Multiplayer Cons Can be Addicting Not for Everyone Different Audiences
Skill Building Games often help players develop hand/eye coordination and fine-motor skills.
Skill Building Trauma Center
Skill Building Pros Fine Motor Skill Honing Pure Enjoyment of Training Quick  Yet Effective Cons Not All Games are Equal Limited in Scope
油
References Game Player Data- Fact Sheet, Entertainment Software Association,  http://www.theesa.com/facts/gamer_data.php  (Accessed November 5, 2007 Nardi, B. and Harris, J. 2006. Strangers and friends: collaborative play in world of warcraft. In  Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work  (Banff, Alberta, Canada, November 04 - 08, 2006). CSCW '06. ACM, New York, NY, 149-158. DOI= http://doi.acm.org/10.1145/1180875.1180898  Richard Wray, Communications editor 2007. Financial: Corporate world makes haste to get in step with the virtual world: The digital universe: Business sees new ways of reaching consumers - and their own workers. The Guardian, July 14,  http://www.proquest.com/ (accessed March 25, 2008). KAMAU HIGH 2004. How playing power drives lessons home: CORPORATE TRAINING: The fast- growing US business e-learning market is an unlikely beneficiary of gaming technology, writes Kamau High: :[LONDON 2ND EDITION]. Financial Times, September 8,  http://www.proquest.com/ (accessed March 25, 2008). WoW is the New MUD: Social Gaming from Text to Video. Mortensen, Torill Elvira. Games and Culture, Oct 2006; vol. 1: pp. 397-413. Williams, D., N. Ducheneaut, L. Xiong, Y. Zhang, N. Yee, and E. Nickell (2006, October). From tree house to barracks: The social life of guilds in world of warcraft. Games and Culture  1 (4), 338-361.

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Game Presentation SLA CPIT

  • 1. Gaming in Special Libraries Presented by Dan Hood and John Fudrow
  • 2. Who We Are Dan Hood Information Literacy Fellow at Carnegie Mellon University John Fudrow Soon to be Assessment Librarian at the University of Pittsburgh
  • 3. Who We Are 閣庄姻岳顎温鉛鉛霞
  • 4. Who We Are 閣庄姻岳顎温鉛鉛霞
  • 5. Public Libraries Marketing 3 Distinct Uses Academic Libraries Teaching Special Libraries Skill Building
  • 6. Everyones a Gamer Average Game Player Age is: 33 25% -- 50+ yrs. 44% -- 18-49 yrs. 31% -- under 18 yrs From Entertainment Software Assocation , 2007.
  • 7. How can it help? Benefits Increases Productivity An active mind is a happy mind Relieves Stress Meditative States Builds Friendships Community and competitive relations
  • 8. MMORPGs (Massively Multiplayer Online Roleplaying Games) Teamwork & Communication through
  • 9. MMORPGs World of Warcraft Guild Wars 10 Million Subscribers 5 Million Subscribers
  • 10. MMORPGs Pros Teamwork Communication Fast paced Team goals - task oriented Cons Causes rather than relieves Addicting - too immersive Steep learning curve
  • 11. In MMORPGs and Squad Based Games, communication is key to completing tasks. Communication Those same communication skills are highly sought after traits in the business world.
  • 12. Halo 2 Communication Tabula Rasa
  • 13. Communication Pros Cooperation and Planning Leaders emerge Verbal and Emoted Signals Cons Language Embarassment
  • 14. Games can provide stress relief, similar to meditation. Stress Relief
  • 16. Tetris Stress Relief Bejeweled 2
  • 17. Stress Relief Pros Psychomotor Rather than Cognitive Easily Attainable Tasks Enjoyment through process Single or Multiplayer Cons Can be Addicting Not for Everyone Different Audiences
  • 18. Skill Building Games often help players develop hand/eye coordination and fine-motor skills.
  • 20. Skill Building Pros Fine Motor Skill Honing Pure Enjoyment of Training Quick Yet Effective Cons Not All Games are Equal Limited in Scope
  • 21.
  • 22. References Game Player Data- Fact Sheet, Entertainment Software Association, http://www.theesa.com/facts/gamer_data.php (Accessed November 5, 2007 Nardi, B. and Harris, J. 2006. Strangers and friends: collaborative play in world of warcraft. In Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work (Banff, Alberta, Canada, November 04 - 08, 2006). CSCW '06. ACM, New York, NY, 149-158. DOI= http://doi.acm.org/10.1145/1180875.1180898 Richard Wray, Communications editor 2007. Financial: Corporate world makes haste to get in step with the virtual world: The digital universe: Business sees new ways of reaching consumers - and their own workers. The Guardian, July 14, http://www.proquest.com/ (accessed March 25, 2008). KAMAU HIGH 2004. How playing power drives lessons home: CORPORATE TRAINING: The fast- growing US business e-learning market is an unlikely beneficiary of gaming technology, writes Kamau High: :[LONDON 2ND EDITION]. Financial Times, September 8, http://www.proquest.com/ (accessed March 25, 2008). WoW is the New MUD: Social Gaming from Text to Video. Mortensen, Torill Elvira. Games and Culture, Oct 2006; vol. 1: pp. 397-413. Williams, D., N. Ducheneaut, L. Xiong, Y. Zhang, N. Yee, and E. Nickell (2006, October). From tree house to barracks: The social life of guilds in world of warcraft. Games and Culture 1 (4), 338-361.