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But What About the Librarian? Game Design Students Get A New Player 2

9b7a7434c951bb72bd46bf6363b131aa?s=47 Olivia
January 16, 2015

But What About the Librarian? Game Design Students Get A New Player 2

For the 2015 CUNY Games Festival.

An academic librarian's purpose is to be there for their patrons, whether it be in person or by helping provide access to resources. Like many students, those in game design are mostly unaware of how the library could help them. Based upon an information behavior study with 11 Interactive Design and Game Development undergraduates at SCAD Savannah, the information seeking behaviors of these students show that libraries and librarians could potentially have a lot to offer if they just work together. This presentation will discuss ways that librarians can create library content and space with these users in mind, including several collaborative opportunities such as a video game clip repository and professional example database.

9b7a7434c951bb72bd46bf6363b131aa?s=128

Olivia

January 16, 2015
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Transcript

  1. B U T W H AT A B O U

    T T H E L I B R A R I A N ? G A M E D E S I G N S T U D E N T S G E T A N E W P L AY E R 2 O L I V I A M I L L E R
  2. T H E N E X T 2 0 M

    I N U T E S . . . • The Call to Adventure: Research at SCAD • Sidestory: Academic Librarianship • Returning with the Elixir: Potential Library Services
  3. T H E C A L L T O A

    D V E N T U R E : R E S E A R C H AT S C A D • 11 Interactive Design and Game Development undergrads • How do they seek information? • What research methods, materials, and formats they are most comfortable with?
  4. W H AT D O T H E Y N

    E E D ? • Information for • ideas and inspiration • how to technically make it work • all to help them make it professionally!
  5. S I D E S T O RY: A C

    A D E M I C L I B R A R I A N S H I P • Why? See 
 Brena Smith, “Twenty-First Century Game Studies in the Academy: Libraries and an Emerging Discipline,” Reference Services Review 36, no. 2 (2008): 205–20.
  6. R E T U R N I N G W

    I T H T H E E L I X I R : L I B R A RY S E R V I C E S Professional Example Repository I D E A # 1 : • Art dumps • Blackboard? Moodle? Sakai? • Student help!
  7. R E T U R N I N G W

    I T H T H E E L I X I R : L I B R A RY S E R V I C E S Texture Resource I D E A # 2 : • Student suggestion • High quality images with metadata • Flickr? • Inter-disciplinary!
  8. R E T U R N I N G W

    I T H T H E E L I X I R : L I B R A RY S E R V I C E S Game Clip Repository I D E A # 3 : • Need for game clips with useful vocabulary • Student suggestion for a game recording station • Laskowski and Ward (2009) article*
  9. Y O U N E E D . . .

    1.C O N S O L E S & G A M E S
  10. Y O U N E E D . . .

    2 . T E L E V I S I O N S & S PA C E S
  11. Y O U N E E D . . .

    3 . R E C O R D I N G D E V I C E S • Roxio Game Capture HD Pro • Elgato Game Capture HD • Fraps
  12. Y O U N E E D . . .

    4 . C O M P U T E R S W I T H S P E C S N E E D E D F O R S A I D R E C O R D I N G D E V I C E S
  13. Y O U N E E D . . .

    5 . A W E B S I T E / R E P O S I T O RY
  14. Y O U N E E D . . .

    6 . S T U D E N T S and…
  15. Y O U N E E D . . .

    7 . M E TA D ATA S C H E M A & C O N T R O L L E D V O C A B U L A R I E S
  16. G A M E R M E TA D ATA

    S C H E M A (http://gamer.ischool.uw.edu/official_release/) • Title • Corporate Body • Platform • Format • Number of Players • Region Code • Retail Release Date • Genre Required:
  17. G A M E R M E TA D ATA

    S C H E M A (http://gamer.ischool.uw.edu/official_release/) • Plot • Summary • Theme • Setting • Mood • Pacing • Visual Style • Point of View Optional and Awesome:
  18. A C L I P W I L L A

    L S O N E E D . . . • Clip Summary • Clip Setting (if dramatically different than the rest of the game) • Clip Mood (if dramatically different than the rest of the game) • Clip POV • Characters Featured • Level Shown • Game Design Principle/Mechanic Featured* • Marc LeBlanc’s Taxonomy of Game Pleasures • Bartle’s Taxonomy of Player Types • Tags
  19. A S S A S S I N ' S

    C R E E D U N I T Y http://youtu.be/QEbTlL9daCY
  20. L E T ' S D O C L I

    P S P E C I F I C . . . • Clip Summary • Clip Setting • Clip Mood • Clip POV • Characters Featured • Level Shown • Game Design Principle/Mechanic Featured* • Marc LeBlanc’s Taxonomy of Game Pleasures • Bartle’s Taxonomy of Player Types • Tags
  21. W H AT D E PA RT M E N

    T S AT Y O U R S C H O O L C O U L D B E N E F I T F R O M T H AT C L I P ?
  22. K I N K S T O W O R

    K O U T… Fair use? Who does what? Who maintains content and technical side? Controlled vocabulary Funding!
  23. "Collecting Library Resources for Video Game Design Students: An Information

    Behavior Study” A RT D O C U M E N TAT I O N 3 3 , N O . 1 , ( 2 0 1 4 ) : 1 2 9 - 1 4 6 . O L I V I A M I L L E R speakerdeck.com/olmiller @livie_leigh olivia.miller@greensboro.edu
  24. • Laskowski, Mary and David Ward. “Building the Next Generation

    of Video Game Collections in Academic Libraries.”The Journal of Academic Librarianship 35, no. 3 (May 2009): 267–73. • Lee, Jin Ha, Andrew Perti, and Rachel Ivey Clarke. UW/SIMM Video Game Metadata Schema Version 2.0, 2014. Retrieved from: http:// gamer.ischool.uw.edu/official_release/. • Schell, Jesse. The Art of Game Design: A Book of Lenses. Amsterdam: Elsevier/ Morgan Kaufmann, 2008. • Smith, Brena. “Twenty-First Century Game Studies in the Academy: Libraries and an Emerging Discipline.” Reference Services Review 36, no. 2 (2008): 205–20. M E N T I O N E D / C I T E D