Videogame Collection Development: Issues and Best Practices 2011 ALA Emerging Leaders Team G (aka Team Gorillaz) Team G will present information on issues and best practices when developing a video game collection, including Circulation & Access, Selection & Purchasing, Weeding, and an ideal MARC record. The team surveyed public, academic, and school libraries across the United States and Canada and spoke with experts in the field to find out what innovative ideas might change what we know about videogame collections in libraries. Sponsored by the Games and Gaming Member Interest Group. Contacts Team Members 1. Erik Bobilin, Brooklyn Public Library 2. Abby Johnson, New Albany (IN) Library 3. Kate Kosturski, JSTOR/ITHAKA 4. Jonathan Lu, Bartow County (GA) Public Library 5. Nicole Pagowsky, Dallas County Community College District Mentors 1. Buffy Hamilton, Creekview (GA) High School 2. Justin Hoenke, Portland (ME) Public Library 3. JP Porcaro, New Jersey City University Staff Liaison Jenny Levine To contact Team G, please visit http://connect.ala.org/node/146085. For biographical information and individual contact information for the members of Team G, please visit http://connect.ala.org/node/147609. Rationale Library rationales for providing gaming collections vary depending on institution type. After conducting a preliminary survey with approximately thirty libraries, we were able to draw some generalizations: ● Public libraries offer gaming collections for entertainment purposes, to enrich users through learning and engagement, and to increase circulation through the collection itself and auxiliary pieces (e.g. instruction booklets, fan fiction). Creating a true community center, when programming is offered as well, additionally relates to entertainment and enrichment by encouraging interaction between patrons. ● School libraries focus on education in their raison d’être, offering supplementary learning modalities through gaming (see our section on what constitutes a good game). Entertainment is also a goal for a school library collection. School librarians use it as a tool to help students with socialization and increase interaction between classmates. ● Academic libraries also strive to provide entertainment offerings, but the main goal of their library collections is curricular support. Ranging from game design courses, media studies, engineering, and constructing effective narratives in an English course, these collections supplement course material and may even serve as focal points in certain programs. Some libraries surveyed discussed a very specific and unique interest for their collections: preservation of video games for historical study. ● Special libraries and museums also interested in preserving video game history take up collections to depict the transformation of gaming technology over time and might also tie in cultural importance and related nostalgia. *We do hope to continue our research and obtain better data by creating a more comprehensive survey for libraries with videogame collections, and plan to make that available in the near future. Please contact us (http://connect.ala.org/node/147609) if you would be willing to participate. Issues: Funding is a major issue for libraries interested in collecting video games. When budgets are considered in a rationale, libraries differ in reasoning for support of gaming collections. An interesting point of view from school libraries is the fact that many are required to teach to the test; as videogames diverse from this linear type of learning, a videogame collection might actually clash with the institutional mission or current needs. In contrast, as the gaming industry reaches a higher demand for employees and as videogames find more acceptance as an educational tool, academic libraries find gaming collections better support the mission of the library and institution at large. Public libraries tend to have tighter budgets and might be confronted with the argument that the DVD collection is sufficient in providing entertainment and culture, however other audiovisual materials differ greatly from video games. Uniqueness: There are a number of reasons why videogame collection development policies should be unique from audiovisual collection development policies. Major differences include: videogames are software, are not linear, and are active rather than passive entertainment. In his chapter, Why old school is "cool": A brief analysis of classic video game nostalgia, Sean Fenty offers an intriguing comparison of innovation in technology-driven entertainment industries: All media of course, are affected by technological advances. The written word, for instance, was changed radically by the invention of the printing press. But new media, tied as they are to quickly developing technologies, change more rapidly. Film, for instance, in just over a hundred years, has developed from its silent, low frame-rate, black-and-white roots to the vivid colors of computer-rendered animations and surround sound explosions that make our insides vibrate. Television has also changed tremendously in form and content in the past fifty years. In the last couple of decades in particular, both film and television have been enormously changed by the computer revolution that continues to push the boundaries of what is visually possible in new media to fantastical heights. Video games, however, were born in the circuitry of this everything machine that is the computer. It was born and bred in an acceleration engine where rapid change is a constant. Not only do games and technology change rapidly in the personal computer and arcade sectors, but in the video game industry's primary arena -- home and portable gaming devices -- the technology of production and consumption undergoes radical changes every half decade when new consoles and handhelds make old models obsolete. It is an industry fueled by the promise of tomorrow of more -- more visual detail, more immersion, and more interactive freedom (Fenty, 2008, pp. 19-20). These “radical changes” in such short periods of time can greatly affect a collection development policy. It’s likely that audiovisual technology for film collections will change over time, but not at the intense rate of the videogaming industry. Keeping this in mind when developing a policy would require separating these media. Creating the separate policy enables a library to adapt to the changing industry environment and patron needs. If the videogame collection development policy is tied to the audiovisual collection, it would be more difficult to enact changes and to get as specific as necessary to support the needs of the collections. Likewise, collections in academic libraries might serve a variety of purposes that would be detrimental to lump together with other collection policies. This kind of core collection is especially difficult to put together because game design is interdisciplinary: Students learn about anatomy to be able to replicate human and animal forms; they learn about physics and how characters interact and move within their virtual worlds; they learn about physical space and level design; and they learn how to create a story. In addition, games can teach game-design students about graphic design and marketing and can present business models that will help them create sustainable products (Mastel & Huston, 2009). Students are also able to learn from films, but there are more facets to what videogames teach because they are so interactive. Likewise, with the increase need for employees in the gaming industry, there is a very meta aspect to learning through gaming as well. Every library will have different purposes and needs for videogame collections, and the mission of the library, and the uniqueness of the collection,, should be a driving force behind creating a collection development policy. References Fenty, S. (2008). Why old school is “cool”: A brief analysis of classic video game nostalgia. In Z. Whalen & L. N. Taylor (Eds.), Playing the past : history and nostalgia in video games (pp. 19-31). Nashville, TN: Vanderbilt University Press. Mastel, K., & Huston, D. (2009, March). Using video games to teach game design: A gaming collection for libraries. Computers in Libraries, 29(3), 41-44. What Makes a Good Game Regardless of genre, there are qualities common to all games that makes them a “good game.” James Paul Gee gives several guidelines in his work,Good Games and Good Learning (2007): 1. Identity: "Good video games capture players through identity.” Users see this best Nintendo’s Wii system, which allows players to make a “Mii,” a highly customizable avatar that physically resembles the player. 2. Interaction: "In a good game, words and deeds are all placed in the context of an interactive relationship between the player and the world.” Users see this best in role playing games (RPGs) and adventure games. 3. Production: Closely related to interaction, a good game will allow the consumer (the player) to act as producer, developing the story- and the player’s story within that narrative - on their own. A good print parallel is the “Choose Your Own Adventure” books popular in the 1980s (which, incidentally, are making a comeback). 4. Risk taking: "Good video games lower the consequences of failure... players are thereby encouraged to take risks." A good game is challenging and keeps the player intrigued, but not so difficult that the player feels ineffective against the game, thereby losing interest. 5. Customization: Can select/experiment with different learning styles/playing styles. Good games have different levels based on the player’s skill level - beginner, intermediate and advanced. 6. Well-ordered problems: "In good video games, the problems players face are ordered so that the earlier ones are well built to lead players to form hypotheses that work well for later, harder problems." Here lies the best example of videogames as a learning tool. A good game will strengthen a player’s problem solving skills, allowing them to apply logic in new ways to advance levels. 7. Challenge & consolidation: "Good games offer players a set of challenging problems and then let them solve these problems until their solutions are virtually automatic." Often called the "cycle of expertise," this is another good argument for videogames as a learning tool. Through challenge, players build logical reasoning and comprehension skills until the challenge becomes next to automatic. 8. Just-in-time & on demand: Unlike textbooks, where all the information is presented at one time, games unfurl their information needs when they are necessary. For example, a player in an RPG does not find out he needs a special key for the stone door in Level 5 until he gets to Level 5 not at the start of Level 1. The knowledge about this key may build throughout the game in a methodical manner (remember, another quality of a good game is well-ordered problem solving) but it is not presented at the start of the game. What ultimately makes a game "good" for the library is how well that game fulfills the library's mission for its gaming program. Reference: Gee, J. P. (2007). Good video games + good learning : Collected essays on video games, learning, and literacy. New York: P. Lang. Selection & Purchasing Selection When selecting video games for a library collection, consider the following criteria: ● ● ● ● ● ● ● ● Type of collection (e.g. circulating vs. non-circulating or programming collection). Audience for collection (Is the collection for entertainment purposes or academic study? Will games be collected for children, teens, adults, or a combination of these?). Curriculum support. Game ratings. The Entertainment Software Rating Board (ESRB) gives each game a rating based on age appropriateness. Ratings include EC (Early Childhood), E (Everyone), E10+ (Everyone Ten and Older), T (Teen), and M (Mature). More information can be found on the ESRB website:http://www.esrb.org. Game platforms. Games are available on many different platforms (e.g. Wii, PlayStation, etc.). Librarians will need to consider patron needs and budget constraints when considering which platform(s) to purchase for. As newer platforms are developed, consider whether to collect for these new platforms and whether it is necessary to keep games that are playable on older platforms. Conversely, platforms affect collection weeding; the Collection Maintenance section provides further details. Collection of gaming items in addition to actual games (e.g. game consoles and accessories, game guides, gaming periodicals, and texts on the subject of games and gaming). Reviews and recommendations for which games to purchase. Qualities that make a game culturally significant. (See What Makes a Good Game.) The following resources provide reviews and information that may be helpful in selecting video games for any kind of collection: 1up.com: http://www.1up.com/ 8-Bit Library Reviews: http://blog.8bitlibrary.com/reviews/ Children’s Technology Review: http://childrenstech.com/ The Escapist: http://www.escapistmagazine.com/ G4TV.com: http://www.g4tv.com/ Gamasutra: http://www.gamasutra.com/ Game Informer magazine and online reviews: http://www.gameinformer.com/ GamePro magazine and online reviews: http://www.gamepro.com/ GameRankings.com: http://www.gamerankings.com/ Gamerdad Presents... Gaming With Children: http://www.gamingwithchildren.com/ GAMES magazine (particularly the Games 100 feature in the holiday review issue): http:// www.gamesmagazine-online.com/ Gamespot.com: http://www.gamespot.com/ Giant Bomb: http://www.giantbomb.com/ IGN.com: http://www.ign.com/ Joystiq: http://www.joystiq.com/ Metacritic game reviews: http://www.metacritic.com/ Nintendo Power magazine Official X Box Magazine: http://oxmonline.com/ PC Gamer: http://www.pcgamer.com/ (for PC games, not console games) Playstation: The Official Magazine: http://playstationthemagazine.com/ XBox Live's Major Nelson Radio podcasts: http://majornelson.com What They Play: The Family Guide to Video Games: http://www.whattheyplay.com/ A Teen Advisory Group and/or library staff members with gaming expertise may provide valuable input. Purchasing The Librarians’ Guide to Gaming: An Online Toolkit for Building Gaming @ Your Library has a list of vendors and retailers that will accept purchase orders from libraries. http://www.librarygamingtoolkit.org/vendors.html In addition to the vendors on this list, the following vendors and retailers carry video games: Recorded Books - http://www.recordedbooks.com/ SQR Solutions - http://www.sqrsolutions.com Gifts & Donations Gifts and donations of video games and equipment are a feasible way to start or grow a library's video game collection. Consider the following when thinking about gifts and donations for your video game collection: ● Cataloging & processing costs. Since most video games require original cataloging, library staff will invest their time in processing donated video games. In addition, staff time may be needed to test equipment and/or games (which requires the library to have appropriate equipment) before adding them to the collection. The time required to complete these tasks could negate any potential savings from the donation. ● Audience for collection. Donated games may be more useful where games are being used for patron entertainment versus an academic setting where games are being selected for curriculum support or for their cultural significance. Donated materials considered for addition to the collection should be vetted according to the guidelines offered in the "Weeding" section of the policy. Particular attention should be paid to the "age/currency" of the item and potential issues of "versioning". The circulation statistics of similar versions or gaming experiences in the collection should be consulted to gauge demand. Core Genres to Collect The fluid nature of the videogame industry renders any core genre list outdated very quickly, thus making any list extremely difficult to compile. As a result, we concentrate on offering a genre-level list of core games, with the caution to always remain flexible in offerings. We focus on the following five genres: Social, Narrative, Action, Knowledge, and Strategy. Social : Games that require some degree of socialization. o Party games: Games that require two or more players. ● Wii: Mario Party, Super Monkey Balls, Rayman Raving Ribbids ● PS3: Little Big Planet, Lemmings, ● XBOX 360: Portal o Strategy games: Games with an emphasis on problem solving. ● Wii: Battalion Wars 2, Pikmin 2 ● PS3: Record of Agarest War ● XBOX 360: Command and Conquer, Civilization Revolution Narrative: Games that have a storyline and requires a player to embody a character in context. o Role-Playing Games (RPGs): Games that uses character development as the main part of the game. It can be turned based or real-time action based combat. A key part of the RPG is for the character to increase the inventory, wealth, or statistics of the character during the progression of the game. ● Wii: Tales of Symphonia ● PS3: Final Fantasy, Fallout, Dragon Age, Elder Scroll ● XBOX 360: Fable III, Dungeon Siege, Mass Effect Action: Games that require movement, quick thinking, and reflexes. o Rhythm games: Game play uses music as timing. ● Guitar Hero, Rock Band, Dance Dance Revolution o Wii, Kinect, Move games: Games that are especially designed to use the new system. ● Wii: Wii Sports, Wii Play, Wii Sports Resort ● PS3: Sports Champions ● XBOX 360: Kinect Sports, Forza Motorsports 4 o Sports games: Any game involving sports. ● Any EA Sports title o Fighting games: Classic hand to hand combat games. ● Street Fighter, Mortal Combat, Marvel vs. Capcom o Shooter games: These can be from a 1st person or 3rd person perspective. ● Call of Duty, Halo, Medal of Honor o Adventure: Games that feature a story, usually driven by the character and the game environment. Wii: Lego, Broken Sword, Sonic, Mario, Zelda ● ● PS3: Grand Theft Auto, Uncharted ● XBOX 360: LA Noire, Transformers, Lara Croft Knowledge: Games that make knowledge fun (i.e. trivia, game shows, etc.) ● Mario Party, Sim City, Family Feud Strategy: Games that require a player to make decisions (e.g. area control, trading, role selection, worker placement, tile placement, route planning, etc.) to affect the outcome of the game. ● Yugi-Oh, Pokemon, Command and Conquer, Civilizations, Poker Circulation & Access Due to the comparatively high cost of videogames in terms of both material cost and staff time for processing, a circulating videogame collection warrants its own circulation policy. Consider an individual library’s need to secure materials against theft versus the need to ensure accessibility to patrons. The following graphic illustrates this relationship and proposes a middle ground. Storage and Display When determining how patrons will access videogames, consider the importance of patron accessibility versus the importance of theft prevention. Generally, as the level of patron accessibility goes up, the potential for theft also increases. When setting policies intended to reduce theft (e.g. keeping games behind a staffed desk), consider the additional staff time involved to enforce policies. If the goal of the institution is to utilize the popularity of videogames to increase overall circulation of the institution, then care should be taken to monitor whether limitations placed on access for theft prevention are negatively impacting that goal. The most effective advertisement for a videogame collection may be the collection itself. Some procedures undertaken to prevent theft (e.g. remote storage or CAGED storage) will result in diminished visibility of the collection, thereby potentially reducing circulation. Consider whether reduced circulation due to loss of advertising may exceed reduced circulation due to theft. Loan Period & Penalties When setting a loan period for videogames, consider the amount of time required to attain the “gaming experience” versus the demand for the individual item. Users may require a longer loan period to complete a videogame as compared to the time needed to watch a DVD. However, the longer the loan period, the longer the ensuing wait time for other unique checkouts. This has direct bearing on overall circulation insofar as the material cost of videogames, as compared to other media items, may restrict the number of copies purchased. Consider these points when determining whether to allow renewals and/or hold queues for materials. Also consider the “currency” of videogames. Certain materials may have a shorter period of relevancy, as with sports titles (i.e. titles with roster changes every year) or titles connected to the releases of popular books or films. Consider creating a “quick plays” subsection of the videogame collection as an option to manage the demand for such materials and ensure maximum availability during their period of highest social relevance. When considering penalties such as late fees, consider both patron accessibility and the cost of videogames and accessories, which may be higher than other media items. If the goal of the institution is to utilize the popularity of videogames to increase the circulation of other non-game materials and/or attendance at library programs, then procedures should be developed towards requiring targeted user groups to physically enter the library as often as possible. Holds While determining availability and limitations on placing holds on videogames, consider how patrons are likely to browse for videogames in the collection. When allowing patrons to place holds on videogames, there may be an increase in online browsing for videogames through an OPAC or other online resource. If a holds list builds on a videogame, patrons may not see that game on the shelves for a significant period of time. By disallowing patrons to place holds on videogames, there may be an increase in physical browsing as more games will be available on the library’s shelves at any one time. Also consider that patrons may desire additional time with a videogame, particularly a game that takes a longer amount of time to play. Weeding & Collection Maintenance For many libraries, weeding their video game collections is nonexistent for various reasons: 1. Collection is still very new 2. Weeding is counter to the collection's goals and objectives 3. Older games are still popular with patrons. Those libraries that weed video games do so for various reasons. Note that many of these are the same factors that influence weeding of books and other nonprint materials. Libraries can look to the existing weeding component of the overall collection development policy for guidance. 1. Versioning - replacing an older version of a game with a newer one, unless there is still demand for the previous version. 2. Condition/damage beyond general repair. 3. Circulation Statistics/Popularity. Older games might still be very popular with patrons. 4. Attrition. This might be best described as indirect weeding, meaning games lost to damage beyond general repair, loss or theft. 5. Value to the collection 6. Storage/Space. Do you have enough room for the entire collection. 7. Ease/Feasibility of Circulation 8. Changes in the gaming landscape. Is the game you bought six months or a year ago now out of date? Some ways to prolong the life of your library's video game collections: 1. Purchase an in-house resurfacer or CD/DVD cleaner 2. Use volunteers/interns to help clean and repair video games 3. Charge patrons for damage to video game discs or cases. Steep fees might prove a deterrent to damage. As with print and other non-print collections, weeding is a highly individual matter. There is no one size fits all solution. Project management (weeding on a system level vs. weeding on a branch level), frequency, procedures and even justification for the practice of weeding itself will vary from library to library, and even branch to branch in multi-branch systems. Cataloging Due to the relative recent entry of videogames in libraries, there’s no real standard on the amount of information required in the catalog record. Records range from a simple place entry to a full OCLC standard entry. This extreme difference of standards reflects the size of the collections, the size of the library, and the recent entry of the medium. An OCLC standard MARC entry is dependent on the popularity of the game. A popular, newly released game will generally have a standard catalog record available for copy cataloging within 2 to 3 weeks. However, an old, out of print, or obscure game would require original cataloging. While many library vendors provide cataloging and processing for books, these services are not yet available for videogames, as few vendors provide videogames. As this changes and vendors add videogames to their product offerings, processing and cataloging will be part of basic services. At minimum, a videogame catalog entry should contain the following information: ● Title of the video game ● What gaming system does the game belong to? ● Publish year/publisher ● Rating ● How many players? ● Does it have online multiplayer capability? ● Synopsis of the game ● Any special equipment needed. (ie. Kinect, Wii Motion Plus) ● ● Product descriptions Price Many game developers have valid concerns that cataloging records for their games remain incomplete, particularly with the omission of the developer studio (entity that programs/writes the game). Essentially, this is the “author” of the game and often not one of the gaming community’s “Big Three” (Sony, Nintendo, Microsoft). These third party developers often do not get credit in the cataloging record; often just the publisher and the writer receive mention. It often takes a village to create a video game, and those that handle back-end work may one day become famous in their own right (thus necessitating the need for their names to be metadata for the game). When official descriptors for video games are not available, computer gaming descriptors will suffice. In addition to the game developer studio, other secondary fields that should be on the record are: ● Director ● Art Director ● Program Director ● Voice Actors The International Game Developers Association (IGDA) offers guidance on their website (http:// www.igda.org/credit-statement) for proper crediting of personnel. Often, this information is not on the site. Catalogers can consult Moby Games (http://www.mobygames.com), the Internet Movie Database of the gaming industry, for missing information. Other schemas catalogers can use include Categories for the Description of Works of Art (CDWA) (often used for online and downloadable games), and Dublin Core (used in board games along with MARC). Some public and academic libraries also catalog their video gaming consoles for circulation. At minimum, a console catalog entry should contain the following: ● The video game system ● Items within the bundle that would be checked out (i.e. controllers, cords, etc.) ● Price Bibliography Andersen, M. (2011, April 13). Playing to learn? [Prezi presentation]. Retrieved April 15, 2011, from http:// prezi.com/_b-gw3u8xl/playing-to-learn/ Berger, A. A. (2002). Video games: A popular culture phenomenon. New Brunswick, NJ: Transaction. Bissell, T. (2010). Extra lives: Why video games matter. New York: Pantheon Books. Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press. 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Retrieved fromhttp://chronicle.com///technology-evolves-new-forms-of-online-racismemerge/ Acknowledgments Our sincerest thanks to the following people who offered advice and help with this project: Jefferson Bailey Amber Billey Buffy Hamilton Nicholas Hasty Justin Hoenke Jihae Hong Louis Johnson Raphael Koster Jenny Levine Jerome McDonough JP Porcaro David Henry Ward Jill Wolf Special thanks to the staff of the following libraries: Ada Community Library (ID) Baltimore County Public Library (MD) Barrington Area Library (IL) Chestatee Regional Library (GA) George Brown College (Toronto, ON) Guilderland Public Library (NY) Hall County Library (GA) Hillsdale Public Library (NJ) Iowa City Public Library Johnson County Public Library (KS) La Crosse Public Library (WI) Marathon Public Library (WI) McCracken County Public Library (KY) Mobile Public Library (AL) Mount Prospect Public Library (IL) New York Public Library Park Forest Public Library (IL) Park Ridge Public Library (IL) Pueblo City-County Library District (CO) Rochester Hills Public Library (MI) Saratoga Springs Public Library (NY) Simon Fraser University (Burnaby, BC) Southern New Hampshire University Tinley Park Public Library (IL) University of Illinois Urbana-Champaign University of Oregon University of Southern California Victoria Public Library (BC) West Palm Beach Public Library (FL) Westmont Public Library (IL) For periodic updates on this project or if your library has a videogame collection and you would be willing to share information with us as this project continues, please fill out our contact form at http://connect.ala.org/node/146085. Thank you!
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