The library I work at recently reestablished a weekly program called GameZone. This one-hour block of afternoon time allows children to play video games on various consoles, including Wii and Ps2. I think the inclusion of this programming is fantastic. These programs help bolster social skills and have so much potential for cognitive development. I am basing my selections off of working in a small, urban library as that is where I currently work. The following are games I would recommend:
1. Super Smash Brothers. Released in 1999 for Nintendo 64, has seen many new releases and has, from what I can tell, maintained popularity during its decade-and-a-half lifetime. This game brings in a great crowd and I feel as though it is a helpful implement in promoting social interaction as it is performed in groups generally. Arguably, the game is a bit violent, however, I feel as though it is more beneficial socially, than detrimentally with gore and abrasiveness.
2. Dance, Dance Revolution was originally released as an arcade game and re-released for Playstation in 2001. It is now available on multiple consoles. I feel as though it would be beneficial for the library to purchase this game because it promotes an active lifestyle. Additionally, the foot coordination required to “dance” along with the arrows helps with “foot-eye” coordination. Is that a thing? We’re going to say it’s a thing. Moreover, it’s just fun. If we can get kids in the door for dance parties—why not do it?
3. Where in the World is Carmen Sandiego.? This game is educational and has a touch of nostalgic pull that resonates with me. From what I recall of the elementary school computer lab days, one has to answer questions and help track down Ms. Diego. Each correct response unlocks a clue. It’s fun and educational. The initial release was in 1985 for PC---it says apparently it was available on DOS. (Aww, I miss M.S. DOS.) The game is now available through Facebook and various internet platforms. I do believe this game is available to be played for free online, but I think it would be optimal to purchase an online game subscription service where this game and others could be securely accessed.
I almost wish this post were due a month from now for the secondary “research” portion. I am going to be attending the FLA conference to hear about Palm Harbor’s use of their MakerSpace for Youth Service programming. Oh well--stay tuned to the blog post-I.M. class to seek the adventure!
I found an interesting article by Kim Buchanan and Angela M. Vanden Elzen on the very topic of libraries incorporating games into their collections and programs. The authors argue that libraries have to adapt to their evolving surroundings and cannot deny the popularity of video games in our culture. The interesting aspect of the scholars’ argument development lies in their ability to break down the various facets of “gaming” that uphold general library objectives. Essentially, libraries function to inform their public—to keep them engaged, entertained, and constantly thinking. They are—to sound cliché—a powerhouse of information. Video games, at least within the argument of the text—function as books, but further engage players by extending challenges and interactivity.
In short, the writings assert that gaming would be an integral medium to bring non-traditional-library users through the door. Their incorporation would keep libraries relevant and would help further engage citizens by offering them information that they can become interactive and completely immersed within.
Buchanan, K.k.. & Vanden Elzen, A .a. (2012). Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries. Education Libraries, 35(1/2), 15-33.
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