video game collection @ your library
DESCRIPTION
Video Game Collection @ Your Library presentation; presented at LACONI workshop, Feb. 2008TRANSCRIPT
Video Games … in the Library?
“I love it, don’t change it, but why does a library have video games?…”
--Video Game Survey respondent
The Park Ridge game collection
Video Games … in the Library?
• Bring new users (teens, males) into the library
• Part of our culture & communities
• A majority of Americans play video games
• Recreation (DVDs and books fill this role too)
• Video games can be educational, interactive, social, story-rich
Video Games … in the Library?
From left, Steve Meretzky, Christopher Grant, Warren Spector, Henry Lowood and Matteo Bittanti.
Video Games … in the Library?• 45.7 million households own video
game consoles• 63% of Americans play video games
(NPD group)
• 2/3 of men aged 18-34 have at least one console in their home
• 1.6 million Americans are using video game consoles in any given minute
(Nielsen Media Research)
Video Games … in the Library?
Starting a Collection
• Challenges:– Convincing Stakeholders– Establishing Policy– Deciding on Consoles– Selecting Titles– Vendors– Budget– Security
Gaming Collection at the University of Oregon
Convincing Stakeholders
• Will book circulation go down?• Will it bring in new users? • Will it serve underserved populations
(males 18-34)?• What about violence?
• Surveys, circ stats, reports
Establishing Policy
• Ratings• Loan period/renewals• Late fines• Lost Instruction Booklets• Limits• Interlibrary loan
Establishing Policy: Ratings
www.esrb.com
Establishing Policy: Loaning Games
• Loan Period: 3 weeks (too long?)• Limits on borrowing: 2 per card holder
• Use DVD or CD checkout policies
• Consider number of items you own, flow of materials
• Loan equipment with games?
Establishing Policy: Fines
• We followed book fine schedules -- $ .10 per day maximum $5.00 fine
• Lost instruction booklet $2.00 replacement fee www.replacementdocs.com
• No interlibrary loan
• Only Park Ridge patrons
Consoles
Consoles: Wii
• Released in Dec. 2006• Popular with all ages• Very innovative
remotes & gameplay• Game selection is still
fairly small• Games average $49.99• Most in-demand
Consoles: Xbox 360
• Oldest of the “new” consoles (Nov. 2005)
• Popular with hardcore gamers, males 15-34
• Halo, Mass Effect, Bioshock
• Games average $49.99 to $59.99
Consoles: Playstation 3
• Most expensive (recently lowered to $499 / $399)
• Weakest sales of new generation, but growing after price drop
• Impressive graphics, Blu-ray DVD player
• Games average $59.99
Consoles: Handhelds
• Sony PSP– Plays videos, MP3s– Wireless– Games $19.99 – $39.99
• Nintendo DS– Touch Screen, Wireless – Dual Screens– Games avg. $29.99
• Online: www.gamespot.com, www.amazon.com, www.metacritic.com,
www.commonsensemedia.org • Magazines:
Electronic Gaming Monthly, GamePro, Game Informer
• Ask your patrons – informally or formally!
• Some traditional review journals
Selecting Titles
Vendors
• Baker & Taylor (10% discount)
Vendors
• Web AMI webami.aent.comPrimarily music, discount varies
Vendors
• Best Buy (no discount for libraries, rewards card offer)
• Game Stop (used games)
Budget
• Figure around $49.99 – $59.99 for new generation games
• $29.99 per game for PS 2, Xbox, handhelds• Replacement – Discs do get damaged; figure
in about 5% theft/non-return
Security
• Security cases – fit in DVD cases• Keep discs behind the counter?• Fines• Limits on number of checkouts• Check ID?
Measuring Results
• We did a two-year, ongoing survey to measure patron response to the video game collection
How Much Did/Do You Use the Library:
How Much Did/Do You Use the Library:
When you come to the Library to check out Video Games, do you usually check out:
Video Game Circulation
2005-2006 2006-2007 2007-2008 (through Jan.)
Total Circulation 253 1378 1654
Sep 06: 99 games Sep 07: 209 gamesApr 07: 164 games Jan 08: 269 games
Circulation of Young Adult Books
Date range Book Circulation % change from previous years
Feb 2005-Jan 2006 12959Feb 2006-Jan 2007 14330 Up 11% from 2005-2006
Feb 2007-Jan 2008 19598 Up 37% from 2006-2007, Up 51% from 2005-2006
Comments from the Survey
Comments from the Survey
Comments from the Survey
Further Discussion of Video Games• “Taking Play Seriously.” New York Times
Magazine. 2/17/08.
• Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. 2003.
• Science Daily Articles:– “How Violent Video Games Are Exemplary Agression
Teachers” 11/14/07.– “No Strong Link Seen Between Violent Video Games
and Agression.” 8/12/05.
Thank You!
Maggie Hommel, Young Adult LibrarianPark Ridge Public Library
www.parkridgelibrary.org