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

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.

Olivia

January 16, 2015
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  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

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  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

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  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?

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  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!

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  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.

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  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!

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  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!

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  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*

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

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  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

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  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

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  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

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  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

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

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  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

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  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:

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  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:

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  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

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  19. A S S A S S I N ' S C R E E D U N I T Y
    http://youtu.be/QEbTlL9daCY

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  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

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  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 ?

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  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!

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  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
    [email protected]

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  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

    View Slide