Sunday, December 12, 2010

December 12, 2010

I thought that it would be nice to include some of my Reflection paper here, especially to show appreciation to those whose blogs and comments and Proposals have helped me so much!

Since I have started graduate school a little over a year ago I have tried a few things that I never have before. This year I conducted reference interviews on Second Life, created a website, started my first blog and read manga! This class has helped me to try new things, like blogging, that I have never done and I have been surprised that real-world research is even something that I would enjoy! Blogging is now something that I would consider doing in the future without any qualms, which is a big step for someone who owns a typewriter and does letterpress!

In terms of the final product of the Research Proposal, I surprised myself with the topic I chose. I am not the biggest video game player, but I noticed that something was lacking in the environment that I work. Since starting the SLIS program I have discovered a lot about myself and whose needs I am finding I care most about – young adults. This project reaffirms for me that I want to be part of a community of librarians who believe that teens may need help in advocating for their needs. I loved the line that I included in Proposal, “Young adults become lifelong library users and supporters when they are enthusiastically engaged in planning and decision-making. They play a key role in attracting their peers to the library” (Massachusetts Library Association, 2005). This proposal revealed to me that it is not impossible and it is worthwhile to find out more about one’s community and look to fill in the gaps in services.

I also found that going to my first library conference (NELA) was essential in making my Proposal what it is. If I did not go to the conference I would never have met Beth Gallaway, an unbelievable resource on the topic of libraries and gaming.  She would never have given me the recommendation to check out Scott Nicholson’s Library Game Lab nor would I have found out about the Library Gaming Toolkit, which were vital to my understanding of the current atmosphere in libraries surrounding videogames. This experience verifies that involvement in one’s professional community is essential to growth as well as change. I can only see from my limited perspective when I look only to myself for answers.

Along those same lines, I learned a lot from the experience of others in this class and especially from reading their processes on the Research Diary blogs and by reading Proposal drafts. Seeing how others were working out their ideas helped to guide me to look at the way I was approaching my project in a different way. I read someone’s blog who was working on getting young adults into the library and this helped me make the connection in my own research that adding video games to the library helps to address this issue of serving the sometimes disadvantaged YA population.

Saturday, December 11, 2010

November 20, 2011

Question ideas for my survey:

- What video games do you play?

- Do you read video game manuals?

- Check which you read:
  __ Fiction
  __ Non-fiction
  __ Video game manuals
  __ Graphic Novels/Comics
  __ Manga
  __ Video game magazines

- Would you be more likely to come to the library if the library lent video games?

- Which console do you use: PlayStation, Nintendo, XBox

Thursday, December 9, 2010

November 11, 2010 

Found out at NELA that 97% of teens play video games/computer games. Check out stat to find where she got information.

Other interesting stats mentioned to do with technology:
- 93% of American teens age 12-17 use Internet
- Teens send over 3,000 texts per month (gross!!)

Wednesday, December 8, 2010

October 19, 2010

Note to self:
Check out:
- gamelab.syr.edu
- library gaming toolkit
- Beth Gallaway’s: http://informationgoddess.info
- Gallaway’s Game on!

Met Beth Gallaway at NELA this week. She was a great resource for gaming in the library – she wrote a book called Game on!  She gave me several suggestions of websites to check out.

October 24, 2010

This past week I attended the New England Library Association (NELA) Conference in Boxborough, MA. The reason that I am blogging about it on my Research Diary is because I learned a few things about video games and libraries as well as Young Adult programs.

One of the programs that I went to was an open discussion entitled, “Bringing them in (YA).” There were a few different ideas that were brought up during this program that enriched my understanding of the relationship between young adults and gaming. The presenters brought up the seven developmental needs of young adults: competence & achievement, self-exploration & definition, positive interactions, physical activity, meaningful participation in school & community, structure & clear limits, diversity.

Gaming feeds into some of the developmental needs of teens, working together, learning to play, positive interaction, participating in community, etc. Gaming also fits in with the Standards for Public Library Service to YA in Massachusetts.

YA program ideas gained from “Bringing them in”:
-    Game Design programs (i.e. Scratch – a free program from MIT)
-    One librarian said they received a grant for gaming. They don’t have the same level of problems  
     that they do with DVDs. When purchasing games he goes to Game Stop and talks to the people    
     there. Usually buys PlayStation, Nintendo, Sony, Wii
-    Gaming works, but need to be clear on goals of the library – it doesn’t work for every library

I took the opportunity to also ask the group (the program was well attended) who there circulated video games. I think about three or four people raised their hands (not too many).

November 1, 2010

After going to the NELA Conference it made me look at some of the Standards that had been mentioned even more in depth. Some interesting points from the YA Standards formulated by the Massachusetts Library Association (MLA):

“Young adults become lifelong library users and supporters when they are enthusiastically engaged in planning and decision-making. They play a key role in attracting their peers to the library” (pp.3).

This idea alone will be helpful to remember when developing my research that
involving teens in the process can only help to bring in more teens to the library. Involving them in the process of gaming in the library may help to bring teens into the library. The Newton Teen Advisory Board may be a good resource when considering teen involvement.

“Since adolescents are not generally advocates on their own behalf, it is important that the library director, staff, and trustees understand their responsibility to give equal consideration to the needs of young adults in planning and implementing library and information services” (pp.3).

Another point of contention here – library staff need to make sure they are providing services to the YA community because they may not be demanding services in the way that other patrons are.