“Game Cultures promote various
types of information literacy, develop information seeking habits
and production practices (like writing), and require good, old-fashioned
research skills, albeit using a wide spectrum of content. In
short, librarians can’t afford to ignore gamers.” Library
Journal April 15, 2005.
“In the next five years, Gamers
will be the dominant demographic for your libraries.” OCLC
Newsletter January/February /March 2005
Imagine your are given a task
to create a city from scratch. You need to plan out residential
sectors, commercial sectors, and industrial sectors. You need
to decide how your citizens will travel about in their daily
lives. How will they get their power and water? And you have
to work within a budget. If you put an industrial sector too
close to a residential sector, no one will build homes in that
residential sector. If you put a nuclear power plant in your
city to power the homes, power will be cheaper, and you can power
many more homes. However, your citizens will complain, and they
will move to another city which in turn, lowers your tax base.
The happier your citizens, the more taxes they are willing to
pay. The more revenue you have, the bigger the city you can build.
The bigger your city, the more interesting it begins to look,
with zoos, museums, and libraries.
I have just described a video game called Sim
City. It doesn’t sound like a shoot em’ up because it isn’t.
Just like with literature and movies, video games can have different qualities
and come in a huge variety of genres.
Patrons my age and younger have been raised with
video games. When we think of entertainment, we think of movies, music, reading
and video games. Our parents may go out to see the latest film at the movies,
but we stay at home and play the newest video game. Many surveys are finding
that almost all forms of entertainment have seen a
decline or stagnation in use, but video games are one of the major
entertainment gainers.
Video games are in many cases an interactive story.
Major authors write the stories for video games now. Tom Clancy has a very popular
video game series called Splinter Cell. The story lines in these video games
are complex, and often make you think about greater issues and discuss them with
others. There are web forums online devoted entirely to the discussion and debate
of video game stories. There are characters of video games that are as beloved
to my generation as Scarlet O’Hara is to generations past. Aeris, a completely
fictional character in a hugely popular video game, even has her own fan
club(and, the evidence that you are truly famous, her own hate club.)
I believe that it is very important to keep in
touch with the younger population. Video games are another form of expression,
like music and literature. As they have become such a prominent mode of entertainment
and education for our population, I believe they have a place in libraries just
like films did when they were a new medium of expression. |