Posts tagged advocacy

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Project Brand Yourself a Librarian: THE AFTERMATH (PART 1)

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We came, we ALA’ed, and we got branded as librarians…

Since I had already branded myself a librarian back in January of this year, I decided to go another route for the ALA 2010 Project Brand Yourself A Librarian.  As an 8Bit Librarian, it goes without saying that video games have a special place in my heart.  I can remember getting my Nintendo Entertainment System in 1986 along with the games Super Mario Brothers, Duckhunt, Trojan, and Mighty Bomb Jack.  I was in love instantly, not with just the experience itself, but the characters as well.  Old Nintendo games have a reputation for not having the most well developed story lines but I found out that worked to my advantage. Instead of books, it was video games that unlocked my curiosity and imagination.  They challenged me to create stories, think, and create.

When it came time to get another tattoo, picking my homage to video games was easy.  The Legend of Zelda was the first video game that captured me completely.  I was so into the world of Hyrule and the main character Link that it was all I thought about.  I would spend hours playing in the woods, envisioning my own Hyrule.  I would draw maps based on what I discovered while playing the game.  Point being, The Legend of Zelda unlocked something in me that had been locked up before.  I became curious.  Instead of just sitting back and having the world fed to me, I decided to seek it out on my own.  I don’t know exactly why I became a librarian, but I’m thinking that had something to do with it.  That eternal curious feeling.

One of the reasons why 8BitLibrary was started by JP and I was not only to advocate for video gaming in libraries but also to reach out to the people that are  just like the six year old version of myself I described above.  In my youth, video games in libraries were not something that went together at all.  Because of that, I sort of backed away from my library as I got older.  I felt like they didn’t get me.  I now look back on those years as a time where I lost a valuable resource that could’ve changed my life.  Who know what I would be like if I had the library to guide me during those teenage year.  My point is simple…if I can reach out to those teens with games and show them just what else we have to offer, I might be able to make a positive impact on their life.

So, here’s where I explain my tattoo.

Here’s the history behind the game and the Triforce, the relic which Link holds in my tattoo.  I got it simply because I love 8Bit art and I love what the triforce stands for:  WISDOM.  POWER.  COURAGE

I feel like that should be the new logo and slogan for libraries.

(much love to Peter Bromberg for the photo)

Andy Woodworth on Advocacy

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QR Codes and Libraries

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If you’ve come to this page from the ALA Annual Conference QR Code Scavenger Hunt, WELCOME! & congratulations! Email me [jp@porcaro.info] the full “path” you took, from Cognotes to now, and we’ll be sure to send you a prize!

So let’s talk QR Codes in libraries. I’d love to hear what you’re doing with QR Codes in your libraries, so leave us a comment and we can discuss!

So it seems the buzz around QR codes in libraries takes a few forms. Some libraries are using codes that leads users to the OPAC data on a book or shelving area, depending on the physical location of the code. In the case of our ALA Conference hunt, we had the codes lead participants to physical locations, presentations, and digital destinations. Since the codes embed a tremendous among of text in a small box, the sky is the limit to what libraries can use these codes for. How about placing them around your community announcing a event (there’s a certain amount of excitement and mystery surrounding these codes!). Libraries can connect users to who interested in certain topics to different places in the library and beyond with these codes.

This is a new topic in libraries. We all need to work together on how far we go with this topic, so let’s the convo started right here in the comment box! Look to the right of the page, and you can even login using your facebook account to post comments here.

Go forth! – JP

Digital Distribution for Libraries

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This post was originally going to be a review of the Rock Band Network/Rock Band Music Store for Xbox 360. Since the start of 8bitlibrary.com, JustinLibrarian and I have sweated over the answer to this question: how can libraries develop a successful video game collection when so many new games are reliant on DLC (which Nintendo, Sony, AND Microsoft have all set up as closed distribution systems completely controlled by them). How can a library, which has a goal of circulating media, circulate content so closed and controlled that it is impossible to use by anyone except the person who purchased it?

File this under “We don’t have all the answers.

And, of course, librarians across the country are wrestling with this same question, albeit for other forms of media. How can we distribute digital music when iTunes (& to a lesser extent, Amazon and the like) have already taken away our ability to do that? While there are some very expensive (and, in my opinion, very clunky and not-iTunes-like) vendor-controlled options such as Overdrive, Naxos Music, & Freegal, this is just a “patch” that we have while we, as a library community, decide to either get serious about digital distribution or continue to tread water.

A current trending topic of concern in libraries is eBook distribution. How can we loan an eBook on an eBook reader if that content is closed and controlled by a large corporation?

Along that “we don’t have all the answers” line, I decided to go to an expert on the topic, Mr. Libraryman Michael Porter. He has wrestled with the larger distribution issue, just as we are on the smaller (albiet still gigantic) issue of game content distribution. So I asked him,

  • How do you feel libraries will be distributing digital media in 2015?

He gave this well-reasoned response:

I imagine two most likely scenarios with little gray in between the potential outcomes.  For both, the lynchpin is either succeeding or failing to develop a new electronic content access and distribution infrastructure via libraries.  If we can develop that new infrastructure and make it a truly effective, competitive, well used and well liked place for people to get what they want, when they want it, in the format they want it *through the library*, then our future will be more secure and on-target than ever before.  If we fail to do this though, libraries will fade in use, funding and relevance.  This would eventually lead to the demise of the library as the hub of content access and community engagement and turn many of those functions over to for profit business and institutions that have mission statement tied to profit rather than the health and wisdom of the community and country they serve.

This is a call to action for all of us. We shouldn’t just wait for a vendor to develop a platform for us. We shouldn’t let something as simple as a library’s ability to loan a book be taken away by corporations in the digital age. We need to raise this issue. If we want libraries to continue to exist, we need to let go of our comfort and get on the front lines of this issue.

So there is no confusion, I am not anti-corporation, per se. Corporations can be our partners in it the future. And, so my last words will be positive, we can do it.

Thanks go out to Michael Porter from us at 8bitlibrary.com. Check out his Library 101 project, if you haven’t yet.

8bitlibrary around town

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Hey all, wanted to share some updates with you about what our contributors are doing in libraries and beyond:

  • Justin Hoenke was on Good Day Maine last week promoting the new Portland ME Public Library’s Teen library program. You can watch the video here.
  • JP Porcaro just wrote an article for School Library Journal titled The Pokemon Generation which you you can read in its entirety here.
  • Craig Anderson‘s 8bitlibrary.com article titled Why Nobody Plays Second Life has lead to a two-part guest post on the Library Journal “Games, Gamers & Gaming” blog. You can read Nobody Plays Second Life (part one) and Nobody Plays Second Life (part two) at those respective links.
  • Today is 8bitlibrary.com contributor, 2010 Library Journal Mover & Shaker and creator of #andypoll Andy Woodworth‘s birthday. Happy Birthday, dude!
  • We’d like to welcome some new contributors: Eli Neiburger, author of Gamers…in the Library?! The Why, What, and How of Videogame Tournaments for All Ages, High School Librarian Buffy Hamilton, of the Unquiet Library, Brandon Robbins, who has already posted lots of great video game reviews here on the 8bitlibrary, Harvard University librarian Tom Bruno (aka @oodja on twitter), and Stevens Institute of Technology librarian Valerie Forrestal. Welcome to everyone and glad to have you aboard.
  • RedheadFangirl Laverne Mann got to meet graphic novel superstar writers the Luna Brothers. How cool is that?!

Hope everyone has a fun week! JP

jinxHome_v2_02

Project Brand Yourself a Librarian UPDATE

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It has been decided…

The 8BitLibrary team and YOU (well, if you want to) will be going to Jinx Proof Tattoos in Washington DC on SATURDAY JUNE 26TH at 4:30PM.

The bummer?  They don’t take appointments.  JP and myself will be getting tattoos and we’d love for you to be there to support us (one of us will cry, but who?) or get your own tattoo.  Of course, there will be lots of pictures and video.  Which leads me to this:

TAGS: Twitter: #librarytat8bit   Flickr, Etc: librarytat8bit

AFTERPARTY!

CLICK HERE FOR THE DETAILS

Saturday, June 26, 2010 at 9:30pm
WHERE: RFD Washington
ADDRESS: 810 7th Street

If you support the project, please add this to your blog/wiki/facebook/myspace:

PROJECT BRAND YOURSELF A LIBRARIAN FLICKR GROUP!

OTHER PLACES TO GET TATTOOS IN DC

An advocacy letter to our readers

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Hey all,

Some of my favorite librarians, the ones with an eye on how information is communicated in our digital age, have told us to get on twitter. We are.  They’ve told us to get on facebook, and you can now logon to 8bitlibrary.com with your facebook name. You can fan us on facebook. They’ve told us that the mobile web is growing, so we’ve set up 8bitlibrary.com to work beautifully on an Android OS or iPhone mobile browser.

What are we missing? We are trying to continue to move forward. What are you doing that we aren’t? Librarians in the 2010-2020 decade need to be asking that question: what are our users doing that we aren’t yet doing?

Libraries, for the sake of our very existence, need to stay relevant. Not only for advocacy efforts, but for our future place in the information landscape of those we serve. Sure, 8bitlibrary.com is about “gaming in schools and libraries”. But we what we really care about is keeping the library and educational (information) communities in the same place as those we serve.

So, what now?

Also, I would love those of you surfing this site via the mobile web to give us a shout-out, via our comment box, from your phone.

Signed,

JP & the whole 8bitlibrary.com team.

Penny Arcade Comic from 4/21/2010

But is it ART??

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So there’s been some press recently on the concept of video games as a form of “art”.

This debate was inspired by recent comments made by film critic Roger Ebert, who claims that not only are video games not art, but that by their very nature they cannot be art.  Ebert cites a TED talk given by the lovely lovely Kellee Santiago, who inverts the film critic’s argument by saying that not only will video games one day become art, but that they already are … art.

Roger Ebert’s comments have ignited many responses from people in the game community, including such luminaries as Yahtzee Croshaw and Gabe and Tycho of Penny Arcade. (see below)

Penny Arcade Comic from 4/21/2010

At the heels of this online debate, comes the news that the US Supreme Court is scheduled to hear a case this Fall involving the First Amendment protections of violent video games.

This is not the first time that video games have come under scrutiny for issues relating to free speech.  It seems like only yesterday that the ultra-violent video game Grand Theft Auto: San Andreas came under fire for a secret modification that incorporated a fully nude sex scene into the game.  The double standard did not go unnoticed by the media.  Here was a game that allowed your character to steal cars, murder cops, and beat prostitutes with a baseball bat.  But one scene of completely consensual sex was enough to get the moral guardians in a tizzy.  More recently, the game: Call of Duty: Modern Warfare 2 became the target of controversy for the inclusion of a mission that allows the player to commit an act of international terrorism on some unsuspecting Russian civilians. (warning, contains really disturbing imagery)

Whether or not video games should be considered “art” is only part of the question.  The broader questions are: “Where do video games fall with regard to First Amendment protections?”, and: “Why does it seem that people automatically assume that the only people who play video games are 4 – 12 years old?”.  Recent (and even not so recent) studies have already shown us that the average gamer is actually between the ages of 25 – 30, yet public opinion still seems to link “video games” with “kid stuff”.  This is why violence in video games has become such a First Amendment issue.  Not because they are more violent than your basic Tarantino flick, or that they are more sexually explicit than a Friday-late-night Cinemax movie, but because they’re games; and most people still parse “games” as: “child’s play”.

So where do libraries make the distinction?  As self-proclaimed First Amendment warriors, we as librarians have an obligation to preserve the availability of certain materials that others may find objectionable.  Yet if we’re hosting game nights for young teens, we might not necessarily want them to orchestrate a terrorist attack on Russian civilians in our children’s section.  So how do we reconcile these issues?  We can start by recognizing that the medium of video games does not necessarily define the audience; and that not everything with a health bar is family friendly kid stuff.  Librarians will defend to the death our right to provide the public with Mapplethorpe, Salinger, and Anne Frank, but that doesn’t mean that we intershelve them with the Doctor Seuss books. ;)

Personally, I would defend video games, even violent ones, as an art form, but only under a very broad definition.  Ordinarily, I think of art as something to be enjoyed passively, rather than interactively.  In video games, the observer guides the action, and becomes an accomplice in the creation of the art.  This does not make video games any less valid than the more discrete forms of art.  A masterfully executed level of Tomb Raider can be every bit as beautiful as a perfect game of chess, a Baryshnikov fouetté jeté, a Salvador Dali painting, or a Hendrix solo. But I feel that the interactivity of video games places them into a different sphere of aesthetic appreciation. It is a hybrid of visual art and performance art that defines the participant as collaborator.  For this reason, I feel that video games as art form deserve every protection that our Constitution provides. I eagerly wait the foundation of entire galleries devoted to the art of the video game.

Maybe we can get some eccentric billionaire to give us a grant. :)

Gaming in Schools & Libraries Conference

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The “Women in Games” conference, canceled. TOTAL BUMMER. But that got me thinking…

click for the story on the cancellation...

While this idea is not original and ALA has hosted similar events, I still feel like the time is right for an annual Gaming in Libraries conference. There are so many issues to address: Collection Development, Literary elements of gaming, diversity issues, how gaming can be used as an advocacy tool, gaming & information literacy, gaming across the curriculum (and gaming as a teaching tool), gaming as way to boost circulating materials collections, gaming as a marketing tool, LoFi gaming (board & card games). There could also be lots of related technology elements: mobile phones & library service (make no mistake, foursquare is a game), implementing gaming into your Library 2.0 program (think Farmville), QR codes in schools & libraries (a scavenger hunt game), texting as a teaching tool. We could also expand it to Gaming in Schools & Libraries Conference, which would more than double the opportunities for both conference programs and attendance. The issues are there, and the thinkers/presenters are there. This would probably also be one of the more fun conferences around, because at its root, games are fun.

Here’s my questions: Is the time right? Would you attend? If your library didn’t sponsor your attendance, would you still be interested? How pumped would you be to play Xbox Live’s 1 v 100 with a roomful of teachers and librarians? (YOU KNOW we’d take top score)

PAX East live blog, Day 2

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8bitlibrary.com is covering PAX East, the largest gaming convention in the country, all weekend. This is our live blog for coverage of the event on Saturday, March 27th. If you are reading this with an RSS reader, consider reading in a browser instead, because updates will be posted here all day!

question for #PAX exhibitors: can we have an ongoing dialogue about game collections in libraries / gaming in curriculums? #edtech

@Oodja here with a wrap-up of yesterday’s keynote.  Thanks to the 8bitlibrary team for having me on board!:

Day One (Friday): Wil Wheaton was right.

Clearly the news that Wil Wheaton was going to be offering the keynote to the PAX East conference here in Boston was a Big Thing ™. Not only is the child actor turned successful writer turned adult actor a heck of a speaker, but he’s also a hopeless gaming nerd who never met a d20 he didn’t like. So even though I was originally not planning to attend PAX, when I heard that Wil would be kicking off the festivities I realized that I’d be a fool not to go, if nothing else than for the keynote.

My initiative (so to speak) was rewarded mightily. For not only did I manage to meet up with a couple of local librarian gamers with whom I correspond regularly on Twitter- @calzone and @jmgold, who were gracious enough to let me tag along with them for most of yesterday afternoon as we waited in line for our opportunity to witness Ensign Crusher to take the con- but I also got to experience first-hand the crazy arena-rock reception that Wil Wheaton received when he did appear on stage to the blaring tune of MC Frontalot’s “Your Friend Wil (Don’t Be A Dick)”.

Wil assumed the podium with an axe to grind, and he ground it well- time and time again the enemies of gamers have attempted to smear and/or marginalize them, but despite the best efforts of these “concerned citizens” and social critics gamers have demonstrated that not only are they not dangerous deviants, but that gaming culture has proven to be a powerful lens through which gamers have focused their creativity and imagination in an unprecedented manner. From Atari 2600′s Adventure to Dragon Age: Origins, from the “Red Box” Basic Dungeons & Dragons set to 4th Edition D&D, Burning Wheel, and Dogs in the Vineyard, gaming has always challenged players not just to passively consume their entertainment but to immerse themselves and fully participate in it.

We are only just beginning to understand the ramifications of this tectonic shift as we move from what Laurence Lessig terms “R/O (Read Only) culture” back to the “R/W (Read/Write) culture” that our ancestors took for granted before the rise of mass-produced content that was awkward to share, difficult to copy, and of dubious legality to modify or remix. While digitization has rendered all but the aforementioned legal limitations virtually obsolete, Wil reminded us that this R/W culture did not begin in the ginormous antiquated servers of DARPAnet but in the wood-paneled basements of a generation of tabletop gamers, who were ripping, mixing and burning a new participatory creativity right there on their formica tabletops with painted lead figurines and funny dice.

So what does all of this have to do with libraries? Wil Wheaton’s anecdote about his free day captures it perfectly- finding himself with 12 whole hours where he was left to his own devices, Wil had originally planned to fill this half-day unencumbered with family responsibilities with a marathon re-watching of the Lord of the Rings Trilogy on DVD when he found himself inexplicably drawn to spending his free time playing the new FRPG Dragon Age: Origins instead. Why would he, an admittedly devout Tolkien enthusiast, do this? His answer: “Because I already know how it ends.” Faced with the choice of passively consuming a masterpiece of the fantasy genre and actively participating in his own epic quest, Wil chose the latter, and so does an ever-increasing percentage of our population. Whether or not these people choose to identify themselves as “gamers” or not is irrelevant. A new media literacy is evolving right here and right now, and if we are only just beginning to make sense of this in general popular discourse can you imagine how behind we are with this as librarians?

As an academic librarian I have seen questionable choices made with regards to popular literature and new media such as music, movies, and game. Some libraries made early snap decisions that these latter-day items would always be ancillary to their research collections, acquired either begrudgingly or not at all. To be fair there is a new generation of bibliographers who understand that with the rise of interdisciplinary studies and the serious study of popular culture one must be prepared to collect anything– my favorite example as an Interlibrary Loan librarian is our acquisition of the Death of Superman comic book for a senior faculty member who professed never to have read a comic in his entire life! How long until that same patron or someone like him returns to us looking for a playable copy of the Legend of Zelda or Activision’s Pitfall!?

R/W culture has only just begun its Renaissance, and it won’t be long before academics train their research on the origins of this movement when gamers helped a generation wrestle the means of cultural production from the titans of Big Content and start telling their own stories by playing- in this regard we can’t start collecting games soon enough. But it’s not just about collection for academic posterity. To borrow from Wil’s keynote, games have become a “default setting” of our cultural discourse, as sure as have books, music, television, and movies. As digitization accelerates our still-nascent R/W sensibilities it will not be long before games become *the* default setting for our culture.

Are we ready for this as librarians? Ready or not, the Wil Wheatons of the earth are here in force.

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