| Drammen Library is proud to be among
Norwegian pioneers in the introduction of
video games as a natural part of library
services for children and young adults. In
this article we shall present the arguments
in support of the use of video games in the
library arena and give some advice to
anyone interested in carrying out a similar
project. |
Video games in the library
When new media enter into traditional arenas
there is usually no lack of dire warnings. Think back
to the introduction of films into libraries, the criticism
expressed in the mid-90s about the usefulness of the Internet
and the
feared possibility of people surfing for pornography in
a public library. Today the question is how can something
so
commercial, so ‘pointless’ and so potentially
harmful to kids as video games really find a place in
the library - and why should one pursue such a project?
It can be daunting to be faced by new and
unfamiliar things, but that is no excuse for not looking
more closely in
order to judge whether or not the myths are true. The
media follow their own agenda, often focusing on conflicts
and the negative aspects of a particular phenomenon, which
in the case of video games means addiction and
violence. These are, of course, genuine problems that
must be taken into account.
There is, however, another reality, namely
that video games can have a social and socialising effect.
They can
teach us new skills, such as languages and mathematics,
they can offer an alternative and more interactive method
of telling stories and they can improve our ability for
logical thinking and reaction. Most important of all,
however, is the fact that video games possess their own
intrinsic value as a
cultural expression. Therefore any argument for their
inclusion in the library must go to the very heart of
library philosophy, combining old and new conceptions
as to what library space should contain and, not least,
for whom it should exist in the first place.
Booklovers and newspaper readers already
have their place in the library, but what about those
youngsters who
in their daily lives enjoy a completely natural relationship
with computer games? Should we simply direct them
to literature for children and young people? In many cases
this will be tantamount to showing them the door and reinforcing
the myth that libraries are just places full of dusty
books and of no possible interest to them.
Take video games seriously
Moralising objections must be met with the
same rationality shown when arguing for the purchase of
books and
periodicals. Not everything is good. Not everything is
constructive. However, the material concerned may have
its own inherent value and potential. One of our aims
in introducing video games into our library is to make
them less ‘scary’ to new user groups. By bringing
them into the library we hope to offer those who normally
would not play such games, both visitors and librarians,
the opportunity to
try it out.
Video games are also a good way to activate
children. Today’s games are by and large a social
activity, where players participate in a different way
than before. Video games are also an excellent way to
involve and attract new users to the library.
Gaming in the library
Unlike a personal computer, a video game
console is a machine designed for one purpose only, namely
to play
games. Today’s consoles can be roughly divided into
two types and three manufacturers. The two types are handheld
and stationary. Hand-held is a portable console made to
operate anywhere and anytime, whereas a stationary console
requires a power supply, cables, a screen and controls.
The three manufacturers are Sony, Nintendo
and Microsoft. Sony makes two stationary consoles, PlayStation
2 and 3 (PS2 and PS3) and also the hand-held PlayStation
Portable (PSP). Nintendo offers one stationary console,
the Wii, and one hand-held device, the DS. Microsoft has
its Xbox 360, a stationary console. Here, at Drammen Library,
we have decided to concentrate on video game consoles
as the simplest solution, since neither the game itself
nor any other software requires installation. Once the
console is plugged in and the game inserted, one can play
on
an unlimited number of machines. A video game console
is therefore less demanding than traditional computer
games and also costs less than a PC.
Fixed consoles in the library
We have purchased all the types of gaming
consoles, except for the PSP. We have taken a broad aim
in order to
attract as many users as possible. The Xbox 360 and the
PS3 are set up as fixtures in the library and are available
for use at all times when the library is open. Users are
required to borrow games from the desk and find a place
at a vacant machine. The games cannot be taken home (due
to Norwegian copyright legislation) and the age limits
enforced are the same as for borrowing films.
In order to avoid extra work and cable problems,
we do not offer sound or the possibility of saving games
on the consoles. Some users find it boring without sound,
so we are considering supplying headphones. By and large,
however, things work quite well without the sound. Both
the Xbox 360 and the PS3 have large inbuilt hard disks
where games in progress can be stored. However,
although this facility is available, there are no safeguards
against other users continuing with the game or erasing
it completely.
Every Wednesday is gaming day
Once a week we connect the Nintendo Wii
to a projector, in order to play on a large screen. This
makes the game more
interesting both for the players and for the spectators.
The Wii is particularly suitable for this type of active
and social gaming.
On the Wii console four persons can play
simultaneously. Motion sensors in the controls make it
necessary to move
when playing, so that those playing tennis, for example,
must perform the actual tennis strokes. Pressing buttons
is no longer enough. The various multiplayer modes create
a social atmosphere. Many of our preconceived doubts were
proved unfounded. Children are good at organising themselves
when they play these games, but adult
supervision can be useful.
Play, play, play
For librarians with limited personal experience
with video games, choosing the most suitable titles can
be a challenge. We spend time testing games, reading reviews
on the Internet and keeping ourselves up-to-date.When
choosing a game one must take into account playability,
degree of difficulty and suitability. One of the most
important aspects is to choose games which appeal to users
and which they can quickly master. It can be tempting
to purchase games with an educational element, but our
experience shows that these are seldom lent out. Our users
prefer to leave the schoolroom behind when they come to
the library. Another and equally good solution can be
to choose games together with the youngsters themselves.
Borrowing statistics
In 2007 we had about 5,000 borrowings of
games for the Xbox 360, which represents a circulation
of somewhat
more than 100 per game. A particular feature of the Xbox
games with the highest turnover is that they all have
a minimum age limit of three years and that they contain
a social aspect, either on the basis of cooperation or
of competition.
The most popular games at Drammen Library
are those based on car and motorcycle racing and other
sports. The 13 top favourites include no less than 9 from
these categories. Our statistics reflect the fact that
we strictly
enforce age limits, the majority of borrowers being under
16 years old.
The games with the lowest age limit will
naturally be those with the highest borrowing figures.
At the same time we
can observe that the most popular games are those where
two or more participants can play. It is also the case
that the games most often borrowed are those which are
easy to grasp, require no prior knowledge and have a fairly
straightforward plot.
Many possibilities
Whether or not the introduction of video
games into libraries is a success naturally depends on
the resources
available and on the interest and abilities of those managing
the project. We have outlined some aims and possibilities,
but our solution is not necessarily the final answer.We
believe that video games have a place and a future in
the library and that this is only the beginning
to what libraries can offer in this area. Acquiring one
or two consoles in order to attract greater participation
in library activities could be a good place to start.
Recommended literature:
Gamers... in the library? By Eli Neiburger
Grand Theft Childhood by Lawrence Kutner
and Cheryl Olson
drammenpopkult.wordpress.com
gaming.ala.org/news
- News about games and gaming
Jonas Svartberg Arntzen
IT-librarian, Drammen Library
jonarn@drmk.no
Øyvind Svaleng
Cultural worker, Drammen Library
oyvsva@drmk.no Marte Vatshelle Salvesen
librarian, Drammen Library
marsal@drmk.no
Translated by Eric Deverill |