review
The Joy of Boardom
3See what I did there? :)
Yes, with these newfangled video games, with their shiny graphics, motion-controls, and epic stories, it’s easy to forget how it all started: board games. Or, as I prefer to call it, tabletop gaming; said term includes board games, card games, and role-playing games. These “analog” games may look boring and unattractive against Rock Band and Halo 3, but there’s a reason why Monopoly, Risk, Connect Four, and countless other board games have been around forever; why Dungeons and Dragons is in its fourth edition; why ancient kings worked out battle strategies over chess. They have all the benefits of video games–mental stimulation, narrative interaction, and endless recreational value–with absolutely zero technological limitations and a high degree of social interaction–higher even than video games, because you must interact with others to play tabletop games. Did I also mention they’re cheaper?
Here are some classic tabletop games and how to use them at your library.
Dungeons and Dragons
Here it is: the father of all things geek and gaming. Relevant not only because of its pop culture significance but also because of its unlimited possibilities for blending gaming and narrative, Dungeons and Dragons is at the core of many successful library gaming programs. Not only is it a fun game that lets players stretch their imaginative muscles, it serves as an effective blank canvas to work any number of literacy skills. Want to help teens learn how to use an electronic database? Incorporate that into a quest! Do you have a group of teens that love to write creatively? Let them keep journals in-character, detailing their adventures. There is just so much to say about D&D, I’m going to have to write a post dedicated to it alone. Stay tuned!
Settlers of Catan
One of the first German-style board games to achieve popularity outside of Europe, Settlers of Catan derives its game play mechanics from economics and diplomacy. Players are attempting to colonize an island, and through dice rolls, special game play abilities, and open negotiation with other players, they collect resources, build cities and roads, and raise armies. While players are competing to win, it’s not the kind of hardcore competitive game to which veterans of Monopoly and Risk are accustomed. Settlers of Catan depends on the players working together as much as it depends on them working against each other. With numerous expansions available, it’s easy to build an ongoing library program off of this game alone. It’s a great game for players of all ages and experience levels, because it creates an even, friendly atmosphere. And please: don’t let my brief description fool you. It’s an inherently simple game that grows more and more complex as it goes on.

The beautiful thing about this game is that it gives players an illustration of economic and social development they can’t get from a history book; it’s easy to talk about civilizations having to get along with each other for the betterment of all, even as each individual civilization strives to be on top, but to see those principles in action, even on a very small scale, really drives the point home.
Pictureka
The game that helped launch ALA’s first-ever National Gaming Day, Pictureka is one of the biggest hits here at Wayne County Public Library. Players gather around a 3 X 3 grid of boards, filled with whimsical drawings of objects and characters. They are tasked with hunting down specific pictures, with a variety of conditions determined by dice rolls and cards. The first player to find a predetermined number of pictures wins.
Pictureka is very flexible. It can be adapted for team play or to make games longer or shorter. With a some poster board, index cards, and markers, one could even make their own version of the game, or you can adapt the game play principles into a library scavenger hunt (something I plan to do soon). The programming possibilities expand beyond the actual board game for this title, and it can easily entail information literacy.
Magic: the Gathering
You’re likely familiar with the customizable (sometimes referred to as collectible) card games Pokemon and Yu-Gi-Oh. This is the game that started it all. Magic: the Gathering was the first game blend the hobby of trading cards with the hobby of gaming, and it’s still going strong.
If you’re not familiar with how a CCG works, here’s how. Players often buy a starter set, which has enough to play a game. This starter set can be expanded on buy purchasing booster packs. Each game has its own set of rules on how to construct a deck for game play.
While this game looks about as the opposite of democratic as you can get (players who have access to the best selection of cards, usually those who can afford to buy lots of booster packs), there’s still a heap of potential for library programming here. Simply opening your doors and posting a sign that says “Magic: the Gathering Club, Wednesdays, 6-8″ is a start. Avid players will show up, and may even bring their friends out. You might be able to buy some starter packs, possibly some boosters as well, to use as attendance incentives (if you have a budget for gaming equipment, this is a great way to use it–especially if you’re in that end-of-the-fiscal-year crunch). The game essentially casts players as dueling wizards, so don’t be afraid to throw in some costume or fiction contests while you’re at it.
…and then there’s everything else!
I could (and just might, one day) write a book on board games in libraries. There is just so much potential there, and librarians run the risk of missing out on it if they focus too heavily on video games. There’s a wealth of board games out there, and they’re all versatile (“house rules,” anyone) and encourage social interaction. Be sure to check out Board Games with Scott if you want to educate yourself on the many, many great games out there. Scott Nicholson is an ALA Gaming Expert panelist, Director of the Library Game Lab at Syracuse University School of Information Studies, and an all-around nice guy whom I’ve had the pleasure of coming across a couple of times in my professional travels. To call him a tabletop gaming expert is a gross understatement; to say “if he can’t teach it, you don’t need to know it” is more accurate. And as always, you can’t do gaming without being a gamer yourself, so PLAY!
I’m a veteran video gamer myself, having cut my teeth on Super Mario Bros. and Street Fighter II, but I’ll readily admit that nothing beats a marathon session of Dungeons and Dragons where the players are using their imaginations to help shape the narrative of the game in a way that no video game could allow; it’s equally hard to beat helping a smiling child learn how to play In A Pickle–even if he is making up the rules as he goes along.
6 month 8bit review!
0In case you are new to 8bitlibrary.com, here are some of our favorite posts of the last 6 months. This is a great list of gaming resources for people at the start of gaming in their school & library!
Don’t know where to start? How about the $500 start up!
Have open gaming stations in your library.
Take your library into the community.
Teachers are using gaming in the classroom.
Lesson plans for YOU to use gaming in the classroom.
When things aren’t working, move on (Why nobody plays Second Life).
Video Games for Readers Advisory.
Video Game Collection Development 101.
And of course… PROJECT BRAND YOURSELF A LIBRARIAN
Grown up gaming w/ DSi XL
0
The new Nintendo DSi XL dropped on Sunday, March 28.
- Larger screen size than the DSi, 93% larger than the DS lite
- Two locking viewing angles
- Speakers are louder and clearer
- Longer stylus comes with system, also includes pen type stylus
- DSIware games included, Brain Age Express Arts & Letters; Math
- Top is glossy with a matte bottom
- Larger size, weight seems same
- Buttons all identical to DSi
Nintendo is hoping to gain an older gaming market with this system. The larger screen size makes it easier to see, and the look and pen makes it seem less juvenile. Sharing gaming experience could be better with this larger model.
Libraries could potentially have gaming with DSi XLs, perhaps attracting a different age crowd. E-books are rumored to be released by DSIware– could be a player in the ebook market for libraries to be aware of.
Price point is $20 more than the DSi. Comes in either Bronze or Burgundy color
If you have a DSi, you might wanna wait for the upgrades in the next version (DS2)…
Review: Braid
3
WHAT? A beautiful, heart-breaking abstract narrative that just happens to be a video game, Braid tells the story of a young man named Tim who is desperately trying to reconcile a broken relationship with the Princess. As the gamer explores the whimsical, dream-like world of the game, overcoming incredibly challenging puzzles by manipulation time and by paying attention to pin-point physics, they discover that the story is not as simple as it may seem–that there is something darker and more sinister at play. What they find at the game’s conclusion is one of the most chilling and heart-wrenching endings ever for a game, or any other type of media for that matter. It’s a story only a video game could tell.
WHY?While Nintendo is hard at work proving that video games can be for everybody–and are doing a fine job of such–Braid proves that video games don’t have to be for everybody, just like some books or movies are not for everybody. It’s a deep narrative wrapped up in some of the most frustrating and difficult game play ever; overcoming the game’s challenges are less fun and more work, and bring about the kind of satisfaction that finishing a tough homework assignment or a hard day of lawn work grant. On top of that, the ending doesn’t even give you the warm fuzzies, like any good video game ending should. Why would anybody want to pursue such an arduous task for such a seemingly minuscule reward? Because it reveals much about you as a person, it makes you think sharper and quicker, it makes you more attentive to details,, and it builds character. Braid is the kind of hard-to-swallow-but-ultimately-good-for-you stuff that only the dusty classics are supposed to provide; it’s a game libraries would be wise to give attention.
WHO? Braid is a single-player game that is only available through digital download markets (Xbox 360 Live Arcade, Steam, Playstation Network, etc.). This makes it hard to integrate into programming, or even collection development, at least as far as traditional library gaming programs are concerned. Using the game to open discussion is the ideal implementation method here. It is the perfect game for a “game of the month club” (think book clubs, just with video games). It’s not the kind of game that casual gamers would enjoy, as its difficulty is legendary. While not a multiplayer game, it might be a good thing to allow players to pass the controller around and work out solutions to the puzzles with real-life collaboration and brainstorming; this turns the game play segments into a social experience but may dilute the narrative element of the game–of course, one could always host a forum or club meeting around game design, using this game as the center piece. All in all, if a librarian approaches Braid as centerpiece for exchanging ideas and promoting creative thinking, that librarian can’t go wrong.
Review: Halo 3
0[JP's note: Let's welcome 8bitlibrary.com's newest contributor, Brandon, who's reviewing one of the best games of the modern gaming era.]
WHAT? Arguably the flagship game of the Xbox 360, Halo 3 is the conclusion of the much-loved Halo trilogy that began on the original Xbox and is one of the most-played online multiplayer games in existence. In the single-player campaign, gamers take on the role of Master Chief Petty Officer John-117, a Spartan super soldier born and bred to combat the theocratic Covenant, an army of alien races who believe they are on a holy mission to eliminate humanity. The real draw for this series, however, is the highly-competitive, fast-paced multiplayer, which pits players against each other in armed combat on some of the most well-designed maps ever seen in a video game. Gamers who aren’t very competitive need not worry about being left out; up to four players can work together to finish the game’s campaign mode.
WHY? The Halo universe is one of the richest, most engaging fictional universes out there, rivaling that of Star Wars and Lord of the Rings. Even gamers who aren’t fans know the story of Master Chief and his unending fight against the Covenant. The multiplayer mode sees over a million unique players a day. Unless your library has a definitive hard-line policy against M-rated games, not having Halo 3 on the shelf is akin to not having the Twilight series, the Harry Potter series, or anything by Stephen King in your fiction collection. As for programming possibilities, you could spend an entire gaming festival around Halo 3; there are so many game modes for both “lone wolf” and team play, you’ll never run out of ideas.
WHO? The elephant in the room is the M rating; the ESRB has determined that this game is inappropriate for anyone under the age of 17. You’ll want to keep that in mind as you circulate this game and plan programs around it. Also, this is definitely a hardcore gamer’s game: you’ll probably not want to set this up beside Wii Sports and Guitar Hero, games which are more relaxed and tend to draw new gamers in, not scare them away. Halo 3 gamers are competitive and dedicated, so be prepared to possibly entertain a bit less of a laid-back social crowd than you are accustomed to. It’s not all about the pwnage with Halo 3, however. The rich fiction in the game has spawned numerous books, comics, and even an anthology of short animated films; it’s an exercise in multimedia advisory all by itself.
8bitlibrary.com’s coverage of the 2010 ALA Presidential Election
1Today is the first day of voting for the American Library Association elections. Over the next few days we’ll feature interviews with a couple of candidates for various offices. Here’s 3 videos, recorded in full HD, taken Thursday March 11th at the ALA Presidential Candidates event organized by Trevor Dawes at the Princeton Public Library in NJ. Hopefully you can make a more informed voting decision after watching these videos, courtesy of 8bitlibrary.com! Don’t forget to subscribe to our RSS feed, follow us on Twitter, and become a fan on Facebook. (apologies for the audio quality on these videos; we were in Princeton Public’s “Quiet Room” with a group of librarians and they REALLY WERE quiet! crank up the sound while you watch these and then turn it down again afterwords ;-) )
Sara Kelly Johns and Molly Raphael answer a question from Paterson NJ Public Library director Cindy Czesak: “What can ALA do to work better with local chapters?”
Sara Kelly Johns and Molly Raphael respond to East Brunswick NJ Public Library Director MaryEllen Firestone’s issues with the term “Advocacy”:
“Why should new librarians join ALA, especially when $$ is so tight?”
Why Nobody Plays Second Life.
6For me, it all started out with role-playing games. This kind:
I would get together with friends and play Dungeons & Dragons (or similar games) until the wee hours of the morning. At its most basic, tabletop role-playing games like this one are made up of random die rolls and statistical number-crunching. You meet a Bugbear, it has 30 hit points. Your sword does 1-10 points of damage. Roll a ten-sided die. [roll] You roll a 7. The Bugbear has 23 hit points left. Lather, rinse, repeat.
But tabletop role-playing games were always more than just a numbers racket for me. Sure, you can play any of these games, and get a great deal of enjoyment from just rolling the dice until the monsters drop dead. But most nerds (like me) play this games with just a little more panache.
“Foul beast!” said I, “Thou willst taste the steel of my mithril blade before sunrise!” and with that I swung the sword of my father at the creature’s fanged visage. Next to me, I saw the elf-mage Karislok assume a steadfast pose and mutter the arcane words of an ancient binding spell. I knew that the monster would not defeat us this day …”
For my friends and I, the game was not about rolling dice, it was about the storytelling. We would get together every Saturday night for the social interaction and the immersion. Rolling dice and doing arithmetic was not our idea of a good time. Running through forbidden forests and vanquishing dragons was what got our blood pumping.
As time went on, however, it became more and more difficult for us to get together for our Saturday game nights. We went away to college, met actual girls, got married, some of us started families. Keeping up the old contacts just became more and more difficult.
Sometime during the mid-90s, I discovered Massively Multiplayer Online Role-Playing Games. Most people just call these (MMORPGs) The first one that I experienced was EverQuest. The user (that’s you) would create a character and enter a 3-dimensional virtual online world. It was just like playing any other fantasy-based video game, but in this environment, you could interact with other players. If you saw a monster that was too tough for you to fight alone, you could team up with a few of your friends and gang up on the poor thing. Then you split the treasure and go on to the next monster. The monsters were all controlled by the computer, so there was none of that tedious die-rolling or statistics. You just click on “Attack” and your character keeps swinging. If you want to do something fancy, you click on a spell, or an item, or some kind of specialized attack. But at the end of the day, you get to virtually spend time with friends while hacking monsters into little tiny bits.
But even in these new online virtual world, gameplay was not limited to depopulating the region of monsters. Games like this allowed people to have social interactions as well. If you play at the same time every day, maybe you start to see a few familiar faces. Maybe that Dwarf Paladin you keep seeing in Freeport would like to help you take on the Crushbone Orcs this Saturday. You start to build friendships, you get to talking, and the next thing you know, you’re actually building a social connection with someone you’ve never met in person. People would have virtual weddings and funerals in Everquest. I’ve had friends who would go online just to sit around and chat with other people. Monsters would be running rampant as players would have a heart-to-heart conversation in the middle of a forbidden swamp. In newer games, such as World of Warcraft and City of Heroes, some people form lasting connections to the people that they meet online. Despite being some of the most popular games ever played, much of the enjoyment that people get out of these MMORPGs has little to do with gaming.
Second Life was an attempt to re-create this kind of virtual world from a purely social standpoint. Rather than construct a world full of monsters and magic, the creators of SL just cleared a lot of open space for users. Immersing yourself in Second Life was not meant to be a “game” by any stretch of the word. Even now, many of Second Life’s most strident advocates cringe at the word “game” in reference to their beloved virtual environment. Second Life allows people to create their OWN world. Through the use of simple building tools, you can build your own house, design your own clothes, and even animate your own monsters. Your in-world “avatar” is not limited to such quaint genotypes as “Elf”, “Human”, or “Halfling”. You can literally look like anything you want. The designers of this gam- … er, environment-, encourage player- … I mean residents, to create their own spaces, and to interact with the many other denizens of this virtual space.
For this reason, many educators and librarians have developed a love for Second Life. It allows you to meet students and/or patrons in a virtual environment that carries none of the limitations of e-mail and text chat. You can “see” the person that you’re speaking to, and interact with them. You can create 3-D models of anything you can dream up. You can create classes online, you can re-create other worlds and time periods, and you even socialize with people from around the globe.
This free-form playstyle of Second Life makes it ideal for people who want to immerse themselves in a virtual world where they can look however they want and meet exciting new people. The problem with this paradigm is that not many people “get it”.
For a gamer, someone who looks for the excitement of slaying monsters and gathering treasure, Second Life looks boring. Most people’s first experience with Second Life is a crudely rendered wasteland with a few buildings looming haphazardly on the landscape. In an environment like World of Warcraft, the cities are created by professional game designers who know how to create an aesthetically pleasing environment. In Second Life, anyone can create an object of any size. Don’t get me wrong, there are some brilliant Second Life designers out there who have made some truly breathtaking creations. But the more elaborate a design, the more it drains upon the system trying to render it. So you often have buildings half-created hanging in the air as you’re waiting for the rest of it to appear. This is called “lag”, and it happens when your computer is straining to process all of the details of the virtual world. In other MMORPGs, you are limited to a single server, and only so many people can sign on to the server at a time. So although lag does happen in these games, it is not nearly as frequent. A video game enthusiast who comes to Second Life sees an often poorly-rendered world with too much lag. When this gamer attempts to find something exciting to do, they are usually disappointed. They need to go find their own monsters to fight, since there are none waiting for them as they log in. :(
For those who are unfamiliar with MMORPG environments, Second Life is a big scary confusing thing. Many library patrons remember a time when the most complex video game environment was Donkey Kong. Navigating a full 3-D virtual world is like learning to walk for the first time. The typical gamer can usually figure things out very quickly, but for non-geeks, the great wide open spaces of Second Life are just slightly terrifying. Being immersed in a virtual world in which at any moment you might be approached by a full-scale winged dragon or an anthropomorphic fox sounds like something out of Hunter S. Thompson’s nightmares. Especially since most non-gamers would much rather just pick up a phone and ask you directly how to find scholarly journal articles. Of course some people feel that Second Life is nothing more than a childish video game, that has no business in the world of scholarly pursuits, but we won’t talk about them. ;)
For all the rest of us, Second Life is wonderful. The people that enter Second Life every day do enjoy the bizarre, whimsical characters that they meet, and the rolling psychedelic scenery. I have become good friends with many librarians purely through encountering them in Second Life, and I treasure each of those friendships. But I understand the uphill battle that many librarians face as they attempt to advocate Second Life among their institutions. The true gamers would rather be playing WoW or Call of Duty. They’re not going to want to mix their gaming with their homework. The non-geeks don’t understand why they need to learn how to play a stupid video game just to talk to a librarian. And anybody ON Second Life is too busy doing their own thing to make it over to the good old Info Archipelago.
Second Life, I love ya, but I think we need to find another way of integrating virtual worlds and library science. What way is that? That way is a subject for another post. :)
Review: Geometry Wars: Retro Evolved 2
0
What? Geometry Wars is one of the top downloaded games on Xbox Live Arcade, and for good reason. This is a highly addictive game that has nothing to do with mathematics. It’s a throwback to 80s shootemups, and manages to be just as fun.
Why? Geometry Wars has this colorful modern game aesthetic, but keeps all the intrigue of the 80s arcade classic Asteroids. It also has an amazing soundtrack and great multiplayer modes (competitive and collaborative).
Who? It is a game that is easy to play, because it only requires you to use the Xbox’s two “joysticks” (so, no button pressing). This makes the game easy to play for young/old/new gamers, but mastering it is a feat that only the greatest gamers can achieve. Scalability is what separates good games from great games (easy to learn, difficult to master), and this IS a great game. Unfortunately, libraries won’t be able to add it to a loanable collection, because it is only available as a downloadable title for 360. This IS, however, THE game that every library with an Xbox 360 should download. There is a similar title, Geometry Wars: Galaxies, that is available for multiple gaming platforms. It is an inferior title, but still gets the basics of the fun game play and you can buy a physical copy for your school or library’s loanable collection.
Gameplay:
Remember Asteroids?
Literature for the digital age: A Batman: Arkham Asylum Review
4“An icy chill seemed to sweep through the room as I heard the inmates speaking among themselves.
Not wanting to be seen, I crept silently close to the walls of the old asylum,
being sure that my body was cloaked in shadow. The open doorway on my left was an opportunity to
get out of sight. The room was empty, save some scattered papers and an old roll-top desk.
Was that a reel of audio-tape on the desk? I picked up the tape and ran a finger across the dusty label:
Arkham Asylum: Interview Tape 1: Edward Nigma: aka: The Riddler“.
No, this wasn’t a scene from the latest DC Comics graphic novel. This was my experience playing in Batman: Arkham Asylum by Eidos Games and Warner Bros. Interactive Entertainment. Naturally, I was playing as Batman, the Dark Knight himself, and The Joker was on the loose again. The reel of audio tape that I picked up in that empty room was useless. By “useless”, I mean that it didn’t help me at all in a game sense. I got no extra points for picking up the tape, it didn’t give me any clues on how to find the Joker, or tell me how to defeat the Scarecrow. I could play through the entire game without ever having listened to this tape. When I did listen to this tape, however, what I heard was chilling. It was a psychological interview with The Riddler, one of Batman’s less dangerous enemies. The interview lasted only a few minutes, and played out exactly the way that you’d expect an abnormal psych evaluation to go. The Riddler did not suddenly lash out and attack his therapist, there was no screaming or frothing at the mouth. He just asked the good doctor a simple riddle, and when she confidently answered, he corrected her. It was when he gave the correct answer to this riddle that chills ran up my spine. (in real life) The tape ended, and I continued to search through the mansion, hoping to find the Joker, or one of his minions. The interview tape meant nothing to the rest of that level. It was just a bit of lagniappe, some flavor text to a spook story into which I was fully immersed.
The point to all this, is that this was the point that I started to enjoy this game on a literary level. Sure, I could beat up the Joker’s goons all day, and it was a whole lot of fun. But listening to psych evaluations from Batman’s rogue’s gallery gave me a level of immersion that a thousand well-thrown batarangs couldn’t replicate. Later in the game, while under the spell of The Scarecrow’s neuro-toxin, I began to hallucinate, which added an entirely new dimension to the gameplay. I stopped caring about what kinds of power-ups I had in my inventory, or how many weapons were in my utility belt. I just wanted to see where the story went from here. I knew that Batman would probably win in the end. (he usually does) But I’m curious to see how this narrative plays out. Did The Joker escape from Arkham on his own, or was he working with someone on the inside? How does Dr. Young fit into all this, and is Warden Quincy Sharpe involved. As I continue to unravel the many mysteries of this game, I feel myself drawn in on a visceral level. This is like a novel for me, and not just some silly video game.
There still many libraries that discount video gaming in general as pointless time-wasting. Libraries are, after all, in the business of disseminating information. We as librarians are purveyors of arts and literature, and we shouldn’t be wasting our time playing games. But how is the feeling of apprehension and malaise that I felt while listening to the Riddler’s greatest hits any different from my fear and trepidation while reading Stephen King? Is the excitement I feel when battling Darth Vader in Star Wars: The Force Unleashed really that different from the thrill of confronting Vlad Dracula in Kostova’s The Historian? Yes, I concede that there are many games out there that offer little more than a mind-numbing lather/rinse/repeat of violence and button-mashing. As the game industry matures, however, we are beginning to see a rise of games that contain fully developed storylines and complex plot architecture worthy of a well-written novel. Batman: Arkham Asylum is far from the only game with complex characters and a well-written storyline. Games such as Call of Duty: Modern Warfare 2, Assassin’s Creed 2, and even Brutal Legend have created an immersive storyline that does more than just move gameplay along. Game developers have already realized that their audience includes sophisticated adults and teens who want more than just an pointless game experience. How long will it be before games are able to stand side-by-side with great works of literature in modern libraries?
And then where will we shelve Dante’s Inferno?
No whammies!
5Come on down! You are the next contestant…

Press your luck
You can have a big dose of 80′s nostalgia for the game show Press Your Luck. Yes, the “Big bucks, big bucks, no whammies!” show that in its heydey featured whammy characters dressed as Boy George, Michael Jackson.
Gamefly sent this and we took to the family Thanksgiving gathering, knowing the siblings would remember and enjoy. What surprised us was how long they played it– hours! The questions can be absurdly easy “What number follows 1,2,3?” Uh, 4? So much family laughter passing and spinning to win. In a library setting, at least a few rounds for 3 players can be done in an hour.
Press your luck 2010 edition Wii, DS, and PC/Mac
The Price is Right 2008 and 2010

My mother loves the Price is Right, and even likes Drew Carey replacing Bob Barker to our surprise. We gameflied (Game Fly, the Netflix of games) this to play with her, then just picked up a $10 copy of the 2008 version. Yes, you bid to get on stage, play classic games like Plinko and Cliffhanger, spin the wheel, and have the Showcase Showdown. There are small videos inserted so when a prize is shown (A brandddd newww carrr!) it feels more interactive. The actual PiR girls show you the item you are bidding on, along with the delightfully horrible puns for the Showcases.
Price is Right 2010, Wii and DS
The Price is Right CNET review
More Game Show Games include -Family Feud, Trivial Pursuit-
Gamespots Top Wii Games
These may not be the games for the hardest core gamers playing Xbox360, but fun for small groups and definately when playing with older adults. There’s more than just Wii Bowling for seniors out there for libraries!



