State of Academic Library Gaming & Learning

The following is an email I sent out to various academic librarians working on gaming and learning in libraries, with a focus on information literacy. I hope that by posting it here and as others post their responses on their own sites this discussion will grow. Please join in this conversation. Nicholas Schiller has already added his thoughts to the dialog.

I hope this email finds each of your semesters going well. I want to ask each of you to consider taking part in a dialog about the current position of games for learning within higher education libraries. Recently, I was asked what the most innovative application of gaming in academic libraries was in 2008 year. While I turned to the work of many of you, I was struck by how fewer projects there were compared to 2006 and 2007. This perception played out through many of conferences during 2008 and was something that struck me during GLLS in November.

While more and more libraries are getting involved with gaming through events and even collections, are we seeing the same growth and adoption with gaming and instruction? Has gaming and learning hit a wall within higher education? If so why? If not, where is it evolving?

Each of you has had some part over the last few years researching, producing, and presenting instructional games and applying gaming strategies in academic libraries. Creating gaming nights is a straightforward process. Creating learning games and lessons with gaming strategies on the other hand, is an involved (and sometimes time consuming and/or expensive) creative process. But many of you are doing it on a variety of levels. My question is if our work is spreading or are we just talking to ourselves?

Now is the time to ask questions, discuss, and look to the future. Nick and Mary both have gaming presentations/posters at ACRL at the end of the month. But these are the only two gaming sessions in Seattle. According to the early program for this year's LOEX conference, there are no sessions on gaming and instruction. There are a number of gaming sessions at ALA Annual, but most are focused on public libraries. Where do we fit?

Discussion Questions:
1) What is the current state of games and learning in academic libraries?
2) What are some of the factors to that current state?
3) Based on your experience and research, what are the next steps?
4) What are the factors supporting or preventing those "next steps?"
5) What do the finical and economic situations at many institutions mean for instructional gaming in libraries?
6) What other issues/questions should we be considering?

Thank you all for taking the time to consider taking part in this discussion. I know that there is much work to still be done in our field, but I am hopeful that through collaborations like these we can continue to move forward.

Thank you,
Paul Waelchli

A Friday without my gaming community...




Gaming is often hearlded as a community.  A community that grows, shifts, comforts, and challenges those involved.  A community a shared experiences. 

It's a Friday night.  The first Friday in a post Ziff Davis 1up.com.  While I'm excited that a large number of talented people are still at 1up, including Jeremy Parish who's writing I've praised before.  And I'm already interested in what new projects the former staff are heading out into.  Their work and voice will continue to be heard.

But still, I miss watching the 1up Show and listening to 1up Yours.  My weekend routine.  In it's place, I'll share this short tribute song.   

Goodbye EGM

I spent the night glued to twitter feeds and message boards last night reading about the UGO buy out of 1up and the cancelation of EGM (Electronic Gaming Monthly).  The writers there consistently spoke with a unique voice in video game journalism and I’m sorry to see many of them go.  Their writings, shows, and podcasts were a part of my routine.  Three of their podcasts filled my MP3 player every week for the last two years.  Over that time, people came and went.  Relationships were cultivated.  Trust was built.  I’ve told many people that I spend more time writing and reading about video games than I do playing.  The 1up.com staff was a large part of my gaming experience.  They will be missed.

EGM was a video game institution.  It was about to enter it’s 20th year with its final issue.  I remember seeing the very first issue of EGM on newsstands as a kid, but it wasn’t until issue number 4 that I became a regular reader.  Even as a middle school kid, I was reading about games from numerous magazines (Nintendo Power, GamePro, EGM,  Computer and Video Games, Computer Gaming World).  One perspective was not good enough even back then… it’s no wonder I’m teaching information literacy.  But EGM stood out above the rest.  Nintendo Power was for the fan in me, Gamepro had a fun kid friendly style with reviews, but EGM felt honest, harsh even at times.  Video games got poor ratings.  And who didn’t wonder who Sushi-X and Quatermann were?

EGM is a part of my gaming history as it is for many video game players.  While the death of EGM and print video game magazines was written on the wall for a while now… the loss is not softened. 

Thank you to all the EGM writers and editors over the years.  Your work has helped video game players question sources, look for additional perspectives, and see their hobby and passion as something more than the electronic “toy” it was back at the start of your run in 1989.

“Multiple Literacies in 2008 Holiday Games”

The January epsoide of Games in Libraries podcast was released today.  The podcast itself is filled with a number of good interviews including one with the Video Game Librarian.  The final segment of the podcast includes a discussion about the multiple literacies being put into practice by some of the bigger games of the holiday 2008 season.  I talk about the traditional, media, visual, and information literacies at work within the following games:

(info links provided by CrispyGamer, if you haven't read some of their freelance content now is the chance

 I had initially hoped to get something posted here discussing of number of these games during the holiday season, but time got away from me.  My segment on the podcast is a condensed version of the possible discussion about the literacies at work within these games.  And that’s a discussion I’d like to come back to during this month. 

But until then… enjoy the podcast and please give me any thoughts or feedback on the connection between the video games discussed and literacy.  I’d love to hear your thoughts.

“Welcome Back… Your Dreams are Your Ticket Out”

Over a month and a half since my last post.  I’d like to have some wonderful story to go along with my absence, but the end of a semester at a new institution brought a number of unexpected surprises.  But the end my first semester came with a number of good results too. 

A 100% increase in the number of instruction sessions taught from Fall 07 to Fall 08.  Granted we started with a tiny number compared to what I was doing at the University of Dubuque.  UD’s 450 plus sessions for a student body of 1200 is an amazing number.  But still I managed some good growth and have hopefully laid down a foundation for future semesters

An initial campus assessment of some information literacy skills was conducted during the semester.  888 students from across all four grade levels (an easy 222 class average) answered a series of questions dealing with evaluating sources, identifying keywords, and plagiarism.  The results we mixed, good in some areas and identifying areas of need in others.  This initial round of data gives me numbers to work into conversations with faculty about their students and the benefits of information literacy.

I organized and ran a student study break on the Sunday before finals week.  There were snacks and sodas for the students along with board games and Mario Kart Wii.  We had a very successful night  and ran out of soda within the first 20 minutes.  I hoped for about 100 students and ended up with 192.  Hopeful the good buzz generated by this event will lead to good things this coming semester.

My one disappointment with this semester was the lack of involvement with the general education committee.  They are changing the curriculum and the chair was vocal with me and the library about supporting information literacy.  While I may be disappointed in the progress, it is a committee working toward change – change moves slowly.

My goal and dream for this semester is not only to continue to build on the success of the fall and to push myself and the library with the changes in the general education.  Therein lies my dream.  My ticket out of hit or miss one shot instruction.  A curriculum where information literacy is tied into it.

We’ll see.  But until then… welcome back, welcome back, welcome back.

Vs. Mode: Level Grinding in SRPGs as a Research Process

Library Voice's Chad added his thoughts about SRPGs and grinding. He's having a good and long experience (50 hours) with Disgaea, but his narrative progress has recently come to a halt. This has changed the game for him, but also opened up new gameplay elements for him, including the following:

However, once I got to Episode 11, I found that my Brawlers, Warriors, and Scouts (all traditional weapon wielders with swords, guns, and axes) would not cut it. As result, I’ve spent the last 5 hours in the game leveling up my new Mages and Clerics.

Now going back to the drawing board here might really frustrate some gamers, particularly after the amount of time invested in the game. Going back to a beginning level may seem pointlessly redundant, and I could easily become frustrated that I did not create the right characters in the first place. Some may find that leveling up can be a ridiculously boring process, since you simply play previous levels in order to strengthen the weaker characters. I initially thought I would feel the same, but I’m actually enjoying the process of level grinding. And believe me, it is a process...

...As such, I’m seeing and learning things about the game, and about myself as a player, a bit differently. In other words, I had gotten quite comfortable with how I was playing the game. The game shocked me out of my comfort zone at Episode 11, which caused me to stop, re-evlaulate, and play the game in a different way.

Chad's gaming experience translates well to a variety of learning situations, including research. His experience parallels that of an upper-division student I worked with earlier this week. She was very comfortable with the ins and out of EBSCO based databases, but moving her into more subject specialized databases opened up a new realm to explore and search skills to built. Obviously, some of the same skills and strategies still applied but new combinations of subject terms and other search strategies created a new and different experience for her.

In both cases, players and students relying on the familiar and understood skill set created a situation where they needed to expand their existing skills and knowledge base in order to progress. They were able to do a lot with a common set of tools (character classes & databases), but for true mastery and quality of gameplay they needed to add to that skills set- learn new techniques, practice them in a safer area to build them, and eventually apply them to the overall project.

Research can be a grind. But just as Chad has found satisfaction in the act of grinding and slowly advancing his characters, our students can derive the same sense of satisfaction. Granted, not all students are interested in a slow progression and quick results are sometimes needed. But framing a research project in the minds of gamers as a way of leveling up their work is a mindset worth discussing. Grinding research can be a rewarding experience, and one that doesn't need to take the 50+ hours players invest in video games.

Versions of Disgaea are available on the PS2, PS3 PSP, & DS.
Screenshots of the DS version are via RPG Fan

Story vs. Strategy: Grinding Your Way to Emotional Investment

Last week I wrote about the embedded narrative in Syphon Filter for the PSP.  Chad over at Library Voice followed up my post with an excellent one of his own.  He talked about the game and related some of the games’ experiences to library services.  The four points he made are not isolated to the Syphon Filter series but can be applied as general lessons that games provide for library services.

Chad and I are both currently playing strategy role playing games (SRPG).  Here’s a quick link to define what SRPGs are.  But for me, SRPGs have always felt like a complicated version of chess

.  The player moves each character around a map (traditionally a grid) with a set movement distance and attempts to clear (or take) the opponent’s characters.  I’ve played and thoroughly enjoyed a number of games in this genre including Final Fantasy Tactics (PS1, PSP) and Final Fantasy Tactics Advance (GBA).  Last fall I wrote about how the Final Fantasy Tactics series offers players a number of ways to practice their information literacy skills.  A large part of my enjoyment of the series is the numerous layers of depth and skills applied during the preparation and execution of each battle.

In addition to the Final Fantasy Tactics series, the publisher Atlus and developer Nippon Ichi  have also pushed the genre forward with games like Disgaea, Phantom Brave, and La Pucelle: Tactics.  Chad is currently playing Disgaea on the PSP currently.  I’m playing another SRPG, Jeanne D’arc, published by Level 5, that was released for PSP last year. 

Based on my post last week about the embedded narrative, I wanted to look at the narrative of SRPGs, but realized that I couldn’t without talking about the gameplay as well.  Often in SRPGs, as in traditional RPGs, there is a degree of grinding and character building involved.  Leveling up your character is important to being statistically strong enough to defeat the opponents’ characters.  Yes, with good tactics it is very possible to defeat an opponent at a level or two higher, but often grinding is a potential solution to a challenging battle.  The difficultly with grinding is it tends to delay the narrative of the game.

When a player needs to spend time leveling up, the central story arc takes a backset.  The political fighting of Final Fantasy Tactics or the magical interpretation of the Joan of Arc story slow to a crawl as a player spends time leveling their characters.  This past weekend, I was trying to push ahead with the central story only to continually get defeated in a specific battle.  The solution was clear – grind, level up, and try again.  Doing so I made the intentional choice pull myself out of the narrative and dive into the chess-like strategy of individual battles.

Upon doing so, I instantly recalled where my emotional investment came from in previous  SRPGs.  It is not the game’s narrative that held me in the game’s world, it was my emotional connection with the individual characters.  Like many role-playing experiences, the enjoyment is derived from the expanded story and characterization created by the player.  Grinding has built up a camaraderie between the game characters and myself.  While the game’s attempt at developing relationships has slowed as I’ve continued to grind, my emotional investment with the characters has continued to grow.

As I develop a personal investment in the characters, my commitment to the game and the success of each character grows.  This isn’t a unique experience for video games.  And the debate over which is more engaging: an open ended user created narrative vs. a tightly channeled game narrative is one that fills message boards on a regular basis.  There is clearly a place for both.  And some games find a balance between the two (the 12  million playing WOW’s new Lich King expansion are an example).

Is one narrative experience more valuable than other?  

Or is it a matter of taste?  

I’m curious what Chad and others have to say.

Tomorrow I’ll come back to SRPGs and focus more on the tactics and strategies and how that can relate to our students’ searching experiences.


images via Gamespot