1

8 Library Technology Reports www.techsource.ala.org September—October 2006 boomers. All we need to do is think about the impact the the impact about the we need to do is think boomers. All baby the than larger generation a represents it because of knowledge about videogames. and playing game in levels drop-off definitive very see to start we age, that Around thirty-five. of age the about to up people, million ninety some represents generation ing gam- the female, and male both whole, a as Taken them. are there because thing good a is users—which these reach to opportunity excellent an libraries offers that support hope? to them with built we have relationships and connections what But seniors. or learners, lifelong owners, business parents, as back come will they hope to have then we librarians, As boys. the ers—specifically lifelong-learning elements. and offerings, programdevelopment, collection with well fairly seniors serve to how know also we And elements). programmatic lifelong-learning and support, homework programs, lap-sit development, collection programs, time story- with (again parenthood serving reach of they when job patrons good a do we and children, younger of homework support, we do a good job and of serving the needs programs, lap-sit crafts, and arts development, tion collec- programs, story-time Through others). or owners, business seniors, groups(parents, other with waysdo we in value, they services provide consistently to able be to seem or them, with connect not wedo but try, don’t ians W The ImpactofGames&Gamers The GamingGeneration That “ninety million” figure is significant, particularly gaming studies, case report’s this in see will you As teenag- the is lose to seem libraries that group The Chapter2 the list are teenage males. It’s not that librar- that not It’s males. teenage are list the of top the at, not if near, libraries, in ulations pop- hen underserved we examine traditionally a lot a of seventy-seven million boomers had on society to realize to society on had boomers million seventy-seven years, and as Beck and Wadein and Beck as years,and note fewworkforce a for the in been now has gamers of trum spec- age the of end far The force. be significant similarly surely a will stronger million ten is that group a that l l l l l The grow asthey upplayinglearn games: research,on their followingoffer the they lessons gamers business to related abilities and expectations, attitudes, changes games, by surrounded up growing and gaming of ence “ orderin determine to States United the in women and men 2,500 of survey a commissioned Wade and Beck waves, in it as enter world people business ninety-million the affect might they how derstand graphic groups. demo- other from different very as them mark also and a generation as them define that characteristics specific share they part, most the For impact. an having already

crashes, suffering, and death—and itdoesn’thurt. anddeath—and crashes, suffering, guy. tough You’rea really, really good .early andoften. You’re an expert. . You’reboss. the star.kids willnever bethe most where League, Little say, unlike, game, every star. the You’re opponents are tough,butneveropponents tootough. the entertainment; and satisfaction your for signed always right. is customer the and customer, the You’re In order to determine these characteristics and un- and characteristics these determine to order In Individual’s Ad h ase i a eonig yes.” resounding a is answer the And . ie hpig te hl eprec i de- is experience whole the shopping, Like

Role The world is very responsive worldThe very you.is to o ae h cne o atnin of attention of center the are You You have experience the of getting You can experience all sorts of sorts all experience Youcan whether the experi- the whether Got Game Got , they are they , 1 Based Library Technology Reports www.techsource.ala.org September—October 2006 9 1 at the time, so Got Game 3 combination will If work. you choose the right Once Once you collect the right “objects” (business plan, While there be may momentary thesetbacks, overall If you get there first, you win. there first, get If you There’s a limited set of tools, and it is certain that Trial-and-error is the best strategy and the fastest Elders and their received wisdom can’t help; they You will confront surprises and difficulties thatyou Again, read through this list of characteristics and I learned about this firsthand in 2005 whenmy fam- I happened to be reading Not surprisingly, the self-centered trait is indeed prototype, customers, maybe even profits)you’ll get to tidean infusion of gold over. you trend will be up. some combination, you. the game will reward to learn. way don’t understand the even basics of this new world. are not prepared for. But the and sum dangers, of by those definition, cannot risks make quest the foolish.

l l ask yourself how many of them feel intuitive and natural to you. Most of them run counterintuitive to what past generations have believed, which cause misunderstandings and conflict. can understandably fatherThe vacationwithanotheron family. were I and ily technol-the in worked boomer, baby a family, otherthe of a of charge in was districtand school a departmentat ogy staff of mostly college-age and twenty-something employ- thatme to trip,explained our duringhe evening One ees. he was frustrated withworking these because employees they wouldn’t do what he told them to do. He wanted he felt where thanotherdirections they in off go to tended them to go; he did concede, however, the work, eventu- ally, was done. During a few conversations we had, repeated, “I just don’t understand he them. Why theyaren’t doing what they’re supposed to?” I offered to let him borrow it for the rest of the trip. The next night, he was about a hundred pages into he it, was and very much excited ex- then and about said, he it,” the get I “Now optimistic. book. more much He seemed and laziness for that me mistaken to had plained he what procrastination was actually just the way gamers work. the immediatelyhe too, gamer a Being recognized points had Beck made and in Wade their and work, he was able themto relate to his situation. try this exercise with others of different ages to conduct survey). own your prominent among gamers, but they are not and necessarily Beck As lazy. not definitely most and are selfish, they analyzed the Wade results of their theysurvey, identified specific characteristics—based on growing up with these lessons—that gamers exhibit: l l l l l . It’s . Games ...... Leaders are irrel- Try that with life. real 2 . You . might You be frustrated Paying Paying your dues takes a . You’re always competing;always . You’re You see yourself or other . . . . When reality is boring, . Their be skills complex, may mul- like they are wasting time staring The gaming experience is basically Do

looks Works

. You always get always the. You star’s role; that is the Relate

Should . Edginess and attitude are dominant elements

World

You the People

Make Make your own way in the world Tune out and have fun Rebel Be a hero experience, game your share who people with Bond People are simple are People It’s all about competition The world is a logical, human-friendly place human-friendly logical, a is world The Trial-and-error is almost always the best plan There’s There’s always an answer Everything is possible. are basically fair. Events may be random but not inex- not but random be may Events fair. basically are plicable. . . . As you read through these lessons, did you think If this is how you felt reading Beck and Wade’s les- evant and oftenevant them. evil; ignore of the culture. not your national background or cultural tidimensional, and user-configurable, but their per- sonality . . . simple. types are and behaviors satisfaction. to succeed or get way only hop you into game When world. a game gets boring, switch to one thatyou isn’t. even even if you collaborate with other human competing are some character against you or score. players, structured.Relationships are . . . all are alone. We . . . in groups. solitary, if played even Young people rule. . . . short time, youth actually helps, and there is no at- tention paid to elders. Things are (unrealistically) simple. . . . You can fig- can You . . . simple. (unrealistically) are Things a game out, completely. ure the only way to advance in most games, even if you ultimately break down and buy a strategy guide or copy others parts. on the hard really players consistently do amazing things.players . . . for for a while, you might even never find there. it, it’s know but you

to yourself, “How different they are from what I learned growing up.” Do they feel strange and make you der what won- individuals in this generation will be like—that perhaps they will be These are selfish,common perceptions of self-centered,gamers because, as andI lazy?noted earlier, it at screens, playing games, in what appears to be a very solitary activity. sons, you are most likely older than thirty-five (this is in- deed a stereotype, but it plays out more often than not— l l l l l l l l l l l l l How l l What How 20 Library Technology Reports www.techsource.ala.org September—October 2006 distinctly at odds with traditional library service. library traditional atoddswith distinctly proposedthey seminal a this article, set of characteristics In librarians. for relevant most behaviors those on focus to behavior gamer about observations others’ and Gee’s could serve better this generation. They narrowedfurther libraries and librarians how about encouragethinking to Madison) invited – librarians to “Meet the Gamers,” of in order (University Steinkuehler Constance and Gaming inLibraries Symposium(December5,2005, Chicago,Illinois). Constance Steinkuehler, fromtheUniversityofWisconsin–Madison, presentingatthe2005 in article 2005 April an In Meet theGamers ing, specifically for libraries. learn- for implications similar of have All characteristics surface. these the scratch to only tend general, in ing gam- of perceptions like generation, gaming the of tions situation.” handlethe and I’llknow how tobetter it, get I Now succeed. they until over game the starting they’re world, their in But fired. get people immediately, problemget doesn’t solved quest.’ mythe world,In if the ‘finish and decision a make to acting they are then, only and Then, one. best the find to order in answers possible different with experimenting been they’ve path it, reaching to one only and answer right one is there assuming of instead and solve, to were.problems them they giving been I’ve thought I like work, avoiding not “They’re tive intelligence, blur the distinction between between distinction the blur intelligence, tive collec- a in participation feature cultures Game This is just one example that illustrates how percep- how illustrates that example one just is This this: like something articulated was revelation His Library Journal Library , Kurt Squire Kurt , and financial transactions, and a lot of writing among writing of things. other alot and transactions, financial and resources (such of as currenciesmaps), an understanding Lineage playing that report Steinkuehler and play,Squire during example of what gamers learn and skills the practice they of players interact in real time through avatars . . . ”—as an thousands where game online multiplayer massive, “a as encounter. Using encounter. players that games and icons gaming popular few a light es) and build spreadsheet models to compare compare to models spreadsheet build and es) sourc- (unofficial forums clan and sources) ficial (of- forums game through results They publish example. also for is, hunting best determine the to where data interpret play. and game find of Gamers component core a is Research can’t afford toignore gamers. librarians short, In content. of spectrum wide a using albeit skills, research old-fashioned good, require and writing), (like practices production and habits seeking information develop eracy, lit- information of types various promote cul- tures game time, same the At libraries. as such institutions print-era arecounter foreign, run or characteristics these of Most communities. and and media cross-cultural and status, international promote than rather expertise emphasize and production the consumption of information, In “Meet Gamers,” the Squire and Steinkuehler high- culy novs lt f eerh ceto of creation research, of lot a involves actually Lineage —a game the authors describe describe authors the game —a right information information right the find to how and ers. Knowing where gam- for standard are activities these But library. a ing explor- or Proust after- reading spent noon leisurely a might so others, to then, some—but to strange bit a seems probably pleasure as “walkthroughs” and lengthy writing tricks, and tips for sites Web scouring tion, studying maps, informa- searching re- enjoy would ple peo- that idea The strategies. of effectiveness the 4 Library Technology Reports www.techsource.ala.org September—October 2006 21 —librarians Library Library Technology Mario Kart Mario or our patrons’ perceptions of how we can can we how of perceptions patrons’ our . By simply offering space—even limited space on as well as well as Dance Dance Revolution Dance Dance In the case studies in this issue, I will highlight librar- highlight will I issue, this in studies case the In Truly, the answer affects us all, and gaming is quite Incidentally, one of the benefits of offering gaming mation connect them with that information. started of some already doing thatlibrarians have and ies the things and SteinkuehlerSquire and suggest, you will about read the successes they had. have I’ve also already mentioned the service by collecting, libraries can provide cataloging, circulating and video games. . . . Reaching Out Future and into the To return to the original question about theof one experiences— about common most care should why libraries shared by ninety million Americans, regardless of race, or gender, socioeconomic standing—a place for librarians to start is to examine and pose questions about content The particular. in teenagers for offer libraries services and most obvious reason to care is that if the library institu- tion continues to lose the hearts and minds of teenagers, reach try to will we when taskuncertain an face librarians funding, in increases for themask to theout in future—to lead to them on depend or services,library for support for the world. As children progress from school libraries to public libraries to academic libraries to special libraries and back to public libraries, how can we, as a profession, instill and maintain their connections with institution? the library possibly the easiest and most persuasive place for us to startingdis- now to just is profession Althoughbegin.our cuss some of the more fantastic ideas proposed in “Meet the Gamers,” any size library could begin offering open- play gaming as soon as tomorrow. As grandiose as this statement sounds, hopefully you will be convinced that it’s true after reading this issue of Reports set can users closes—where librarythe after night Friday a up their own gaming equipment to play with and against each other, libraries can immediately begin changing the to fun and play. one of books and shushing from image services—either open play or structured tournaments—is that the same setup (indeed, even the same games) can be used with other demographic groups. Once a library has implemented gaming for teenagers—such as with the games can modify the program to offer the same game services families. even or adults, X generation children, younger to And with just a few minor changes, that is, using differ- ent types of games (poker, fishing,WorldWar II games, puzzle games), libraries can also offer “gaming” to older users. This type of extension of services only serves highlight to how far librarians can reach by adding gaming to the library’s of services. repertoire

SimCity

7 Everything Bad Is club at a local Civilization 6 , Johnson points out how playing 5 Clearly, Clearly, we, as librarians, have our work cut out for isn’t just entertainment, it’s also prestige. a source of Making a similar argument in library, where players are encouraged to through play historical scenarios or to compete pack. expansion multiplayer the via tournaments in . . . adults—not 30, turns generation Nintendo the As just demand children—will access to information in the ways and with the tools they already use . . . and like. Librarians must findcreative ways to support in formingpeople sites of collective intelligence, searching information, working they not, withinIf knowledge. producing and networks, social run the risk of rendering themselves, for much obsolete.of the largely public at least, Examining these two games in the context of library Squire and Steinkuehler list the following starting world? gamer this to respond librarians can How understanding deeper a develop to is option One of emergent digital and find ways to put library cultures into conversation with gam- . . . ing cultures. be to carry would First games in libraries. . . . withworkstations up set might libraries Second, gaming nights.games or host . . . Imagine starting a us—if we are us—if to we are our change traditional beliefs and mental models about how our users should learn and use infor- Good for You can teach children the basics of economics planning. and He wonders, urban “Why does a seven-year-old soak up the intricacies of industrial economics in game form, the for screaming him send subjectthewould same when exits in a classroom?” services highlights powerful implications for brary services. future li- points librarians use to begin can this discussion: “Meet the Gamers,” by Kurt Squire by Kurt Squire “Meet the Gamers,” and Constance Steinkuehler www.libraryjournal.com/article/CA516033.html 22 Library Technology Reports www.techsource.ala.org September—October 2006 patterns and adjusting our interactions and expectations expectations and interactions our adjusting and patterns work their recognizing means this employees, something twenty- and college-age of charge in boomer baby the of example the in earlier noted As libraries. of directors and forheads, be supervisors, important critically department will attitudes their and them understanding so gamers, ready seeing happen—is nongamers that will be managing best employeesder where all their went.” workforces. level don’t will won- of their every that Firms Game Got in owners business and managers give Wade and Beck I? Am such as: game titles games” with tion identifica- and games, location games, hands-on puzzles, other valuable skills. It includes, “card games, dice games, used by school librarians to teach information and be can that games ninety-eight present and environment the Nintendo revolution, the authors stick with the analog Easy book, their lished precedence ishistorical there for gaming-like services. out— check to books them give and them teach then can door, the weso through getto them attempt an users—in at technology modern a throw to attempt an like sound Terrific games are beneficial for students. Dewey Dance Dewey’s I???; Roulette AV-ID Web the The most likely scenario—one that many of us areal- us of many that likely most scenario—one The warnings same the heed to need librarians Finally, Brownpub- B. Robert and WoodIreneBell 1982, In may library the within gaming offering Although quickly and enthusiastically they doso. they quickly andenthusiastically how be may surprise only The learn. to tunity oppor- the with students presents that activities of program a structure to teacher or specialist Easy Made Center Media . . . use carefulof and thoughtful grades.).. tohelpdetermine points use to wish may some and awarded, be will es priz- actual not or whether decide can teachers or specialists (Media students. for interest of air an adds always which emerge, can individuals) or (teams winners that so structured are games reason, this for and, skills, reinforcing and ting have in transmit- been found effective to be very cooperation and competitions of elements The . While this was the age of Atari and the beginning of . ; 8 ; In the foreword, the authors explain why these these why explain authors the foreword, the In ; Unauthorized Authors Unauthorized Dewey in a Muddle (long before the Internet came to schools!); and schools!); to came Internet beforethe (long ; Dewey Dice Dewey Guesses in the Dark the in Guesses . “Firms that ‘get’ games will unlock assets at assets unlock will games ‘get’ that “Firms . aig n h Mda etr Made Center Media the in Gaming ; ; Dewey Tells No Lies No Tells Dewey Trekking around the World with with World the around Trekking ; Reference Riddle ; will allow the media the allow will ; Card Catalog Flip Catalog Card Atlas Attack Atlas Where Am I? What Where Am I? What Gaming in the 10 ; 9 Dewey, May Dewey, ; ; Remember Reference ; Titles aae aes bt hy a lan lt rm gamers’ too. attitudes, from lot a learn can they but gamers, manage l l l l ofgamersinclude:engagement styles perceptions ofusasjust “bosses”and“books.” ing generation—perhaps we could finally move beyondthe librarians could themselves position waythis for gam- the if employees—indeed, their for resources information as provide, don’t they? If supervisors can position themselves librarians services the like much very sound game—they the within advancing for cheats outright and tips, help, are information resources that answer questions and offer that (reading!) gamers books refer to arewhen they get stuck These in a game. The help. guides need they when to turn gamers resources the are these because guides,” “strategy as themselves portray to supervisors couraged inherent ofthem. distrust an have they and to forward, order move in and defeat succeed to have they person the is boss the gamers, Toboss.” “the is yourself call to want you thing last the generation, gaming the of part is who employee game). the in obstacles (or multiple “enemies” to refer to term this using simply was son my that learned finally I confusion, much After on?” moved and ago days him defeated you thought “I asked, I finally boss,” “the defeating to refer him hearing after later, in Octopus comic Spider-Man the books. But several days or Dr. Green Goblin like the Boss,” was “The he defeated character the of name the thought I Initially, game. the in advancing and boss” “the defeating by about me responded telling he and did, boss my something at was I frustrated how about talked I son. my with boss my ing discuss- when day one out this found I boss.” “the as to fore reaching end the of each level, is referredgenerically be- defeat, must gamers villain the realize not do likely be- nongamers example, exists For nongamers. that and gamers one tween the as gap generation a such with and ideas. accordingly in order to take full advantage of their talents

Not only can other generations learn how to better better to how learn generations other can only Not failure andsucceed. ly, from that willlearn they ultimate- knowing, and fail, roomto the them giving jobs;and even their on; Other ways to harness the creativity, ambitions, and ambitions, creativity, the harness to ways Other en- has presentations) his (in Beck John Instead, an managing library, a in supervisor a are you if So dealing when important becomes language Even allowing them multiple paths to perform their duties, work customize their and environments them letting rewarding achievements; for their them early contribute them letting and ideas valuingtheir Library Technology Reports www.techsource.ala.org September—October 2006 23

Gaming in the Got Game: How a New (Chicago: American Library 45. (April 15, 2005), www.library- Got Game, Everything Bad Is Good for You: How Library Library Journal John Beck and Mitchell Wade, Gamer Generation Is Reshaping Business Forever (Boston: Harvard Business School Press, 2004). Harvard Press, Business School (Boston: Ibid., 11–14. Ibid., 43–44. Kurt Squire and Gamers,” Constance Steinkuehler, “Meet the journal.com/article/CA516033.html (accessed August 22, 2006). Ibid. Steve Johnson, Today’s Popular Culture Is Actually Making Us Smarter Books, 2005), 32. Riverhead (New York: the “Meet and Steinkuehler, Gamers.” Squire Irene Wood Bell and Robert B. Brown, Media Center Made Easy Association, 1982), 15. Ibid., 15–16. Beck and Wade,

1. 2. 3. 4. 5. 6. 7. 8. 9. Notes

10. Don’t refer to yourself as their “boss”! Instead, set Gamers approach the world, , and work dif- education,work the and world, approach Gamers The gaming generation (ninety million people) is yourself yourself up as a “strategy guide” that they can turn to when they need help with a project or a problem. ferently than past generations. They are more prone to prone more are They generations. past than ferently willing are and error, trialand in believe risks,taking to themselves theybelieve succeed; to order in fail to be experts also but veryare willing to seek out help; to collaborate desire experi- and be are team players; entiallearners (rather than text-based being learners like many librarians); possess strong organizational and strategizing skills; are creative problem solvers; and constantly seek to be challenged. larger larger than the baby boomers (seventy-seven million people) and will an have even bigger impact on soci- ety on libraries). (and therefore

l l Talking Points Talking l