Video Games at the Library on Tour
Mar 12th
One way to get the word out about gaming in libraries is to take your program out on the road. Hearing about gaming is one thing, but users will start to see just how important gaming can be in literacy and libraries once they get their hands on the games themselves.
I saw some kind of magic happen when I took my game night program out on the road in the Summer of 2008. Sure, we had the hardcore gamers that just wanted to play coming to the program. But something else happened as well. I saw older folks getting really excited about sharing the experience. I had never seen this before. I thought the cut off age for anyone to like video games was 30. Boy I was wrong.
While it may not be the most exciting video in the world, I really think this video sums up what I was trying to accomplish with this program. Gaming is for all ages to share and enjoy. The experience is what counts. Getting people together to have a positive experience like this does two thing. It gets them understand that gaming is a good thing and it also shows the value of the library.
Here’s how I approached the program: Think of yourself as a traveling rock band. Pack up the van with your gear, gather some bandmates, and head out onto the road for an exciting (yet tiring) week of gaming with your library patrons. At the end of the week, not only will you have more library users interested in gaming but you’ll finally understand exactly what Bob Seger was talking about in “Turn The Page“.
(a brief glimpse into Game Night on Tour from the Cape May County Library)
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Share on FacebookPokemon in the Library? Controversy, Content & Literacy.
Mar 11th
I’ve written a basic intro to Pokemon for teachers and librarians, a more in depth look at gender roles and violence in the game, and lesson plan ideas using Pokemon as a tool to teach “habitats”. With the USA release of Pokemon HeartGold and SoulSilver coming on March 14th, the time is definitely right for another post.
Let’s start with the controversy. This controversy transcends Pokemon. The controversy is: “What does Pokemon have to do with reading!?” Or, on that larger scale, “What do video games have to do with literacy?!”. This is the stigma that libraries face not only with video games, but with many forms of media. This is why we have Banned Books Week; this why we are constant advocates for our own roles as librarians. What the controversy almost always entails is a single person (or group of people), without a proper understanding of the specific story’s context of the content they oppose, trying to censor material from all users of a public or school library. The outcome of most of these well-meaning censorship attempts is that the person who tried to censor the material reads it, understands the content in the context of the story, and actually likes the story and withdraws the censorship attempt. This is a very frequent occurrence and I think that Pokemon’s detractors would feel the same way if they spent time within the story, playing the game.
That brings us to content. As a follower of Marshal McCluhan, I always try to hip people to the fact that a distinction must be made between the content of media and the media itself. In this case, the media is “video games” (arguably, “handheld video games”), and the content is “Pokemon” (and more specifically, “The story contained within Pokemon HeartGold”, or whatever Pokemon game you are speaking about). If we understand this distinction between content and the media transmitting the content, we have already raised the legitimacy with which the “gaming-in-schools-and-libraries” discussion takes place.
And as that discussion is raised, it reaches the level that OTHER media has reached in schools and libraries: the literary value of gaming. I don’t need to rehash it completely, but games now have a plot, character development, thematic elements, and interactive narrative devices. This is why the Pokemon franchise can release Pokemon Silver in 2000, and release Pokemon SoulSilver in 2010: SoulSilver is a game with a similar plot and theme, retold using the new character development & narrative devices possible that technology allows for 10 years later. THIS is what Pokemon and gaming-in-general has to do with reading. 8bitlibrary’s Craig Anderson has written more on that subject in LibraryGuyCraig’s review of Batman: Arkham Asylum.

Some library yougins at a "Pokemon Trade-off" I hosted last year
As a little addition to the article (I didn’t know where else to put this), I think the release of HeartGold and SoulSilver is an interesting one. As technology moves forward and more can be “done” with video games, Pokemon as a franchise has taken to “retelling” stories. HeartGold and SoulSilver and RETELLINGS of the stories contained within Pokemon Gold and Silver, which were released for play on the “inferior”-to-DS hardware system Gameboy Color. These new game are not really “remakes” of the old games; these are new games telling the same story. This reflects the true nature of video gaming: a modern storytelling medium. One of the library’s most important roles in the community is “storyteller”. From baby storytime lapsits to book discussion groups for seniors to archiving the local history of the community, libraries are a place to tell story. This is why Pokemon belongs there.
Share on FacebookReview: Wii Fit Plus
Mar 10th
WHAT? The first update in the Wii Fit series, this title adds more games and exercises to the Wii Fit experience while tweaking the overall experience to make it more friendly to users.
WHY? While the update does provide the user with more games and exercises to play, the title feels a bit like a minor update of the original game. At $19.99, the game is rather inexpensive but it all feels like the content should’ve been offered by Nintendo as a cheaper download. I’m thinking five to ten bucks, tops.
WHO? If you love the original Wii Fit, you’ll appreciate the update. However, if you (like me) were just sort of curious about Wii Fit when it came out and were not a hardcore fan, you’ll want to pass on this. The title is PERFECT for libraries. WHY? It’s not worth buying, but it is worth giving a shot. Your patrons will appreciate that you’re lending out the title so they don’t have to spend $20 on it.
DEAR NINTENDO: This title is a good example of why downloadable games and content work really well. I love the Wii Shop and the Wii Ware titles. You’re doing a great job there. Let’s take the Wii Fit series to the next level and offer us some cheap downloadable add ons.
Review: Mega Man X Collection
Mar 8th
WHAT? Welcome to the Mega Man of the future. Taking place 100 years (I think?) after the original Mega Man series, he’s back and well, pretty much the same. Mega Man X offers players a whole new rich cast of characters and simple yet fun game play.
WHY? Collections are good, and this one offers 7 games for the price of 1. A collection is a wise investment for libraries to be making in times of tight budgets. You’re getting more bang for your buck.
WHO? The side scrolling action found in this series may have some more modern gamers looking for something else, but the beautiful game play in this title is where they’ll be hooked. Mega Man also offers such a rich history (lots of other great and not so great titles) that users who love this title will have no problem finding more.
For the more hardcore gamers out there: bonus points from 8BitLibrary if you can do this:
We don’t have all the answers
Mar 5th
I’m stumped.
In my never ending quest to provide quality games and gaming to my library users, I have hit a road block.
How in the world can I effectively let users borrow out peripherals at my library?
I’m really stumped on this one, so any input would be great. Let’s use these next few days to share any stories we have with lending out video game peripherals.
Gaming: All Libraries & All Ages, a free webinar presented by 8bitlibrary.com
Mar 4th
On Saturday, March 13th at 1:00pm EST (10am on the West Coast), 8bitlibrary.com will be presenting a weekend webinar free of charge to all of our loyal readers.
Gaming: All Libraries & All Ages
Gaming: All Libraries & All Ages will be a webinar highlighting collection development and advocacy issues that all libraries deal with when implementing (or planning to implement) video games into library collections and services.
Attendance will be fun and free. There will be an interactive chat box for the entire session, and the event will be presented as an un-conference collaboration.
All you have to do to attend is go to URL tinychat.com/8bitlibrary on March 13th at 1:00pm EST. We’ll have about 45 minutes of webinar time, with plenty of time after for chatting and collaborating. We hope you can be there.
An RSVP is not necessary, but there is a Facebook event which you can RSVP to here: http://www.facebook.com/event.php?eid=10150110150540521
Also, don’t forget to add 8bitlibrary.com’s feed to your RSS Reader, and during the webinar be sure to follow the hashtag #8bitweb on Twitter.
PLEASE help us get the word out by tweeting about it / sharing on facebook / word of mouthing it / posting to listservs. In a time of shrinking budgets, free education for librarians is good!
Share on FacebookReview: Street Fighter IV (PS3)
Mar 3rd
WHAT? It’s back. The game that changed how we look at the fighting game genre returns with Street Fighter IV. Now before you go on complaining about how this is just another rehash of the series (for you non-gamers out there: There’s been what seems like 70 different versions of Street Fighter that have come out over the past 10 years. Most updates just add new characters, stages, and tweak game play dynamics), I say SHHHHH! While the game keeps true to the Street Fighter dynamics we’ve all come to love, it adds a new layer and welcomes a new generation of players to the amazing series.
WHY? “Don’t call it a comeback, I’ve been here for years” -LL Cool J. The series may have not been in the public eye much over the last few years (Street Fighter III was made for the more hardcore fan, in my opinion), but the shadow of Street Fighter has been felt in the countless other fighting games released. Street Fighter IV arrives at the perfect time, ready to reclaim the throne.
Plus, look at those graphics. BEAUTIFUL!
WHO? Street Fighter IV is the perfect blend of all the best qualities the game has offered over the years. It’s easy to pick up for those new to the series and regulars will feel at home with the game play. Street Fighter experts will also get a new challenge with this title. New characters, the addition of focus attacks, and more will give them something new to master.
As a longtime fan, I’m happy with the balance that Capcom has achieved with Street Fighter IV. Libraries should not hesitate this title to their collection.
Review: A Boy and His Blob (Wii)
Mar 2nd
WHAT? The sort of classic Nintendo game A Boy and His Blob is back, re imagined for the Nintendo Wii. The plot is simple: a boy has a friend who is a blog and together they attempt to stop the evil emperor from Blobonia. Simple, straight-forward, and lots of fun, A Boy and His Blob is a unique puzzle/action game that will no doubt bring much joy to the owners of the Nintendo Wii. This is a wonderful game.
WHY? I don’t want to say it sucked, but the first A Boy and His Blob was sort of average (see my review here). It was a great idea, but difficult and sort of cumbersome (yes! I finally used that word in this blog!). This re imagining of the game takes that brilliant concept and executes it perfectly. The game manages to be tricky yet fun and rewarding, a tough feat for puzzle/action games. To top it off, the animation and artwork in this game is absolutely beautiful. It’s one of those games where you don’t mind sitting back to let someone else play it just so you can watch. The backgrounds and characters are bustling with life.
WHO? The game is nowhere near as hard as the original, but I’m still gonna say that this title would be best for ages 10 and up. A must have for any library collection, this title will provide hours of enjoyment for many gamers. The uniqueness of this game will be its biggest selling point.
Share on FacebookSuper Mario Brothers in the Classroom (Part 2 of 7)
Mar 1st
1988 gave us Super Mario Bros. 2, one of the oddest yet ultimately rewarding titles in the Mario series. The game has an interesting history. When Super Mario Bros. 2 came out in Japan, the title was ultimately a remade version of Super Mario Bros. with harder levels. When it came time to release the game in the USA, Nintendo decided against it. Instead, the Japanese game Doki Doki Panic was taken and modified. Mario, Luigi, Toad, and the Princess were added and BOOM! Super Mario Bros. 2 was here for all to enjoy.
Since Super Mario Bros. 2 started out as a totally different game, the gameplay is not something you’d expect from a Mario game. Instead of finding coins, stomping on Goombas, and thwarting the evil Bowser, you’re picking up vegetables, stomping Shy Guy’s, and throwing eggs at Birdo. Weird stuff. The interesting thing about this is that while all the characters in the game were originally intended for the Doki Doki Panic franchise, as a result of Super Mario Bros. 2 the characters became integrated in Mario mythology. The Shy Guys now fight Mario alongside the Goombas.
Pushing the envelope even further, Super Mario Bros. 2 allowed the player to select a character other than Mario. Each character had its own attributes. For example, the Princess could fly for a short period of time while Luigi was an extraordinary jumper. This addition gave the series a new depth. Players could use the skills of each character to best complete a level. It was not just about getting from point A to point B anymore. Instead, players had to map out in advance who they think would best help them complete a level. If that failed, it was back to the drawing board with another character.
In a discussion of Super Mario Bros. 2, one could focus on the following:
- Compare and contrast Super Mario Bros. 2 and Doki Doki Panic. Besides the changes made to the lead characters in the game, what were any other changes? If the student does not notice any changes, why do you think that Nintendo decided to release the game as a Super Mario Bros. title instead of Doki Doki Panic? What do you think the public’s reaction to the Japanese version of Super Mario Bros. 2 would’ve been if it had been released in the USA?
- Are there better characters to use for each level, or are the characters all basically the same? Students could be divided up into groups where they would focus on the play mechanics of one of the four characters. Each student would be given a level to play to test each character. Questions could be asked which focus on the difficulty of each level using a specific character. The students could then compare ideas that they had on specific areas of the game (EX: Level 1 with Luigi was quick and easy because of his super high jumps. With Toad, the level was difficult and cumbersome)
- Was Nintendo right in making the decision to translate Doki Doki Panic into Super Mario Bros. 2? Do you think that Mario would be as noticeable of a character if this title hadn’t been released?












