Committee Report
Does anyone have input for the Gaming Committee Report?
I'm working on summarizing what we've found so far this semester. We also have the general goal of "identifying successful elements of gaming, how to incorporate them into library services, and topics in gaming in libraries."
The elements we identified before are (and not necessarily "successful" ones that can be applied to libraries):
1. Online social interaction
2. Persistent virtual worlds (what happens one day is carried over to the next)
3. Real time.
4. Perpetually accessible from anywhere.
5. Loosely structured narrative that allow the user to act on their own and explore.
6. Social Realism - SIM environment not just escapist fantasy.
7. Users must coordinate with others to reach a goal.
8. Apprenticeship structures - no 1 person is the teacher; no 1 person is a learner. Everyone learns from others, new players apprentice to experienced players. 'Leveling up' - knowledge and skill gained from practice.
(I believe we have to have this in by the end of this week, in order to present it at the next exec meeting, like we did last semester.)
The educause Review article from this post has a lot of good information I'd like to incorporate into the report. Scott also suggested pointing out that gaming involves women and men. I'm working on just putting together some notes from what we've done so far and will send it out in email.
I'm working on summarizing what we've found so far this semester. We also have the general goal of "identifying successful elements of gaming, how to incorporate them into library services, and topics in gaming in libraries."
The elements we identified before are (and not necessarily "successful" ones that can be applied to libraries):
1. Online social interaction
2. Persistent virtual worlds (what happens one day is carried over to the next)
3. Real time.
4. Perpetually accessible from anywhere.
5. Loosely structured narrative that allow the user to act on their own and explore.
6. Social Realism - SIM environment not just escapist fantasy.
7. Users must coordinate with others to reach a goal.
8. Apprenticeship structures - no 1 person is the teacher; no 1 person is a learner. Everyone learns from others, new players apprentice to experienced players. 'Leveling up' - knowledge and skill gained from practice.
(I believe we have to have this in by the end of this week, in order to present it at the next exec meeting, like we did last semester.)
The educause Review article from this post has a lot of good information I'd like to incorporate into the report. Scott also suggested pointing out that gaming involves women and men. I'm working on just putting together some notes from what we've done so far and will send it out in email.

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