Upload
philip-minchin
View
157
Download
2
Tags:
Embed Size (px)
Citation preview
Playing catch-up
games and play in the wider culture and in the library
Intro stuff
bull Acknowledgment of traditional owners
bull Please turn phones to silent
bull Thanks to bull organisers
bull ALIA
bull my partner
bull you
About this workshop
About this workshop
About this workshop
About this workshop
About this workshop
(But in a good way)
Why leave the comfort zone
bull Comfy = what we know (ie what we already know)
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Intro stuff
bull Acknowledgment of traditional owners
bull Please turn phones to silent
bull Thanks to bull organisers
bull ALIA
bull my partner
bull you
About this workshop
About this workshop
About this workshop
About this workshop
About this workshop
(But in a good way)
Why leave the comfort zone
bull Comfy = what we know (ie what we already know)
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
About this workshop
About this workshop
About this workshop
About this workshop
About this workshop
(But in a good way)
Why leave the comfort zone
bull Comfy = what we know (ie what we already know)
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
About this workshop
About this workshop
About this workshop
About this workshop
(But in a good way)
Why leave the comfort zone
bull Comfy = what we know (ie what we already know)
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
About this workshop
About this workshop
About this workshop
(But in a good way)
Why leave the comfort zone
bull Comfy = what we know (ie what we already know)
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
About this workshop
About this workshop
(But in a good way)
Why leave the comfort zone
bull Comfy = what we know (ie what we already know)
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
About this workshop
(But in a good way)
Why leave the comfort zone
bull Comfy = what we know (ie what we already know)
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Why leave the comfort zone
bull Comfy = what we know (ie what we already know)
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play the process of simultaneously exercising and developing mastery
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Why leave the comfort zone
bull Comfy = what we already know
bull Challenge is key to learning Vygotsky scaffolding
bull Challenge is key to ldquoflowrdquo
bull Flow is the pleasure that drives learning and also ndash not coincidentally ndash play
bull So Irsquom not aiming for comfy Irsquom aiming for interesting and fun
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What are we covering today
bull A general understanding of the current state of the art of games and play in the wider cultural context
bull Basic understanding of the possibilities for games and play in the library (obstacles and opportunities)
bull Introduction to curation and critical discussion of games
bull Improved ability to integrate games and play into business cases for libraries
bull Awareness of which of your fellow participants is a Werewolf
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
LOTS to cover
So wersquoll be going fast
If you need me to stop and clarify please ask
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
And wersquoll be playing
Trust me wersquoll also be learning
(Yes I plan for that to include me)
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Permission to play
bull Play nice play safe play fair
bull NOT ldquoplay perfectlyrdquo Itrsquos OK to make ldquomistakesrdquo
bull Itrsquos OK to not play or leave play if needed
bull You are encouraged to try things and ask questions
bull We will all support you ndash wersquore all here to learn too
bull The social contract of play (part of its appeal)
Wersquore here to have fun with other people also having fun
bull We play nice we play safe we play fair
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Getting to know you
bull Letrsquos all shake on that deal
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Getting to know you
bull Letrsquos all shake on that deal
bull All at once
bull Actually while wersquore doing it letrsquos THUMB-WRESTLE
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Getting to know you
bull You now know something new about the people around you ndash and mightnrsquot have learned it another way
bull Letrsquos quickly run around the room and introduce ourselves
bull Just say your name and a single sentence about your relationship to games andor play or what you hope to learn today
bull Itrsquos fine to use this to tell me if you have reservations about games andor play in general or in libraries
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
About me
bull Shy (yes really)
bull Geeky (surprise)
bull Total bookworm (got my glasses before a computer)
bull Irsquove worked in human rights publishing theatre film games libraries IT
bull Fascinated by the creative and community-building potential of games amp play
bull Three things that sum me up
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
The original Project Gutenberg
(seen at the New York Public Library)
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
A board game of robots made from a toy
run by a computer
(seen at a geek convention Gen Con)
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
My bub (who loves to play)
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Why do we play
bull Learning (show beats tell but play with beats look at)
bull Babies play to learn everything ndash their senses their bodies their brains the outside world language the most playful time of our lives is the time we are the smartest (though most ignorant and unskilled)
bull This lasts throughout life ndash uneducated kids in Indian slums left free to play can teach themselves how to use computers and navigate the internet (in English) Adults who play learn faster improve skills and resist conditions like Alzheimerrsquos longer
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
(Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Why do we play
bull Learning
bull Experimentation (learning)
bull Practicerehearsal (learning)
bull Interaction (learning amp health)
bull Fun Pleasure Fun (health)
hellipbecause itrsquos good for us
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
How much do we play
Billions of hours every week (Yes week) Thatrsquos just what registers economically
We spend over US$100bnyear on playful media
Videogames still growing in popularity toys steady but tabletop games growing even faster local retailers report around 25 growth year-on-year for the last 5 years straight
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
How much do libraries play
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
How much do libraries play
Well not quite nothing But we donrsquot do a lot And certainly not proportionate to public demand
Many libraries have no collections of play media
Maybe a console or two in-house Maybe console games (easy to lend) Maybe some games on a shelf
unmonitored Games events
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Does it matter
Depends on what you see a libraryrsquos mission as being
If itrsquos just books on shelves then no
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
[Sidetrack]
My understanding of ldquolibraryrdquo
Literally ldquoA place of booksrdquo
So is a publisherrsquos warehouse a library What about the vault a collector keeps their first editions locked away in
Obviously libraries are more important than just storage
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
The archetypal library The Library of Alexandria
NOT book-based (as we understand it ndash scrolls not codices)
NOT a symbol of epic warehousing cataloguing technique ndash those are only means to an end
NOT just about text zoo gardens lecture rooms meeting roomshellip
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
A library is Human thought made accessible
Shared information ideas beauty creative works
Self-directed self-paced opt-in community of learning amp culture
(Also The institution that makes a culture a civilization the social contract made manifesthellip)
END OF SIDETRACK
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Does it matter
Definitionally yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Does it matter
Definitionally yes
To games and play and the people who love them which is quite a large chunk of the public yes
To libraries yes very much
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Does it matter
Games have a rightful place in the library among the resources and the actions that constitute [the library] in line with the establishmentrsquos project in engagement with its territory and the practices of its publics Games thus become an element of the libraryrsquos identity identity the library must preserve in all its complexity and richness
- Jeu et bibliothegraveque pour une conjugaison fertile French Inspectorate-General of Libraries 2015
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
TIME FOR GOSSIP
A quick sample of the hidden depths of play
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Pass the Secret along
While wersquore doing that wersquoll talk a little about what play is
Whisper ndash you donrsquot want to give the next person a hint
Last person maybe write the Secret down in case you forget
FYI I run a game of this each year that travels right around the world
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What is play
Letrsquos pick apart the word to try to get at the core of the concept
What are the various uses and meanings of ldquoplayrdquo
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What is play
Lots of ways to play You canhellip
bull Play (a sport a role a game a musical instrumenthellip)
bull Play with (a toyhellip or anything really)
bull Play on (words feelings)
bull Play at something
bull Play over something (if yoursquore a liquid or light etc)
bull Play something up or down
bull Play something out or play something back
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What is play
bull Personal and expressive ndash you engage you play according to your naturebull Often also interpersonalshared ndash we play
bull Free (minimal restraints other than voluntary)
bull Flow-based
bull Active and interactive generative and creative
bull Self-confidence-boosting
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What else is play
bull ldquoTraining for the unexpectedrdquo
bull Somehow both unreal and transformativehellip
bull Community-building
bull Medicinal
bull Andhellip not unrelatedlyhellip
FUN
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
(What is FUN)
bull Delight
bull Engagement
bull Inspiration
bull The active face of a coin called joy whose passive face is beauty
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What else is play
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
What else is play
Underestimated
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Play and the Magic Circle
bull Johan Huizinga ndash wait who
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Johan Huizinga
Linguist
Cultural historian
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Johan Huizinga
Linguist
Cultural historian Founding figure of cultural history
Anti-fascist
LEGEND
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Johan Huizinga
Author of Homo ludens a study of the play element in culture
Scholar of play and learning worldwide (among many other things)
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Play and the Magic Circle
bull Johan Huizinga argued that play is a necessary (but not sufficient) precondition for culture
No culture without play
bull Spoke of the ldquomagic circlerdquo that play creates ndash a special context where different rules apply and some ordinary rules donrsquot (see also courts parliaments etchellip)
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
So play ishellip
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Sound familiar
A quasi-magical space
which creates shared experiences and common ground
with strong ties to intelligence self-directed learning and creativity
and essential to culture
(And often underestimated)
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
BACK TO GOSSIPA minor sample of the hidden depths of play
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WHAT WAS THE FINAL SECRET
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WHAT IS THIS GAME ABOUT
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WHAT IS THIS GAME ABOUT
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WHAT DOES THIS GAME TEACH
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WHAT DOES THIS GAME TEACH
bull The unreliability of communication amp the importance of quality control
bull The power (and pleasure) of human connection
bull Emergencecomplexity theory
bull Your capacity to make mistakes and be misinformed
bull Sometimes failure is interesting
bull Lessons for social media
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
AND THIS IS JUST GOSSIP
bull So simple it barely counts as a game
bull Only two points of participation
bull No real decisions
bull No stakes (failure is kind of the point)
bull Little need to get inside other peoplersquos heads
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WHAT ARE GAMES
(A DEFINITION THAT BEAT THE BEST EFFORTS OF ONE OF THE 20TH CENTURYrsquoS GREATEST MINDS)
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
NOT ALL THE SAME
IN FACT ONE OF THE MOST INHERENTLY VARIED MEDIA IMAGINABLE
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WORKING OUT WHAT GAMES ARE
bull List examples
bull Look for common threads
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WORKING OUT WHAT GAMES ARE
bull Classics
bull Modern classics
bull Co-operative games
bull Deception games
bull Realtime games
bull Bluffing games
bull Trick-taking games
bull Game books
bull Roleplaying games
bull Story games
bull War games
bull Party games
bull Word games
bull Social games
bull Street games
bull Pervasive games
bull Deckbuilding games
bull Metagames
bull Collectible card games
bull Miniature games
bull Shooters
bull Strategy games
bull Puzzle games
bull Simulations
bull Adventure games
bull Racing games
bull Platform games
bull Arcade games
bull Console games
bull Dance games
bull Singingmusic games
bull Fighting games
bull Social sims
bull God games
bull Rhythm games
bull Trivia games
bull Sandbox games
bull Massively Multiplayer games
bull Metacreative games
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Input tech (controller keyboardmouse motion touch speech treadmill)
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
bull Output tech (print monitor speakers VR haptic ldquoseismicrdquo)
hellipand more
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
A FEW ELEMENTS IN GAMESrsquo POETIC TOOLBOXbull Decisions
bull Consequences
bull Rules
bull Tests of skill
bull Random inputs
bull Human improvisation
bull Procedural content generation
bull ldquoAIrdquo ndash scripts for simulating behaviour
bull Social contracts
bull Metaphor
bull OTHER ART
bull Visual art
bull Graphic design
bull Sound
bull Music
bull Text
bull Performance especially spokenacted dialogue
bull Sculpture (especially miniatures)
bull Other audiovisual content
bull hellipPretty much anything
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
A FEW KEY REASONS GAMES MATTER
bull Billions of person-hours every week
bull Billions of dollars annually ndash overtaking Hollywood and publishing long since eclipsed music (Again tabletop games also resurgent)
bull Driving innovation in technologies of creation publishing distribution and interfaces
bull Colonising other media ndash top-selling book hour-by-hour on all of Amazon for three days straight The new Dungeons amp Dragons
bull Huge cultural influence especially among geeks
bull Tremendous manipulativeeducative potential
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
A FEW KEY REASONS GAMES MATTER TO LIBRARIES
bull They are a published form of culture you have to share to experience We are an institution where people come to share culture
bull There is no other institution for games ndash casinos and arcades arenrsquot good enough ndash and if you were to imagine what such an institution would look like it would look a lot like the library (Only with games)
bull They build community and offer bridges across irrelevant demographic divisions
bull Access is a substantial issue
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about play
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
ONE KEY REASON GAMES MATTER TO LIBRARIES
bull They are about learning and the joy thereof
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
WE SHOULD BE UP TO THAT BREAK BUThellip
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
IrsquoM GOING TO
CHEATJust a couple more minutes I promise
I hate me too
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
THE SINGLE GREATEST OBSTACLEIf libraries are a kind of playspace anyway
and games and play are inherent parts of culture
and play is all about learning
WHY ISNrsquoT ALL THIS UNDERSTOOD
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
TOO
BIG
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
ITrsquoS TOO BIG TO SEE
We play in infancy before we can even talkhellip which makes play ubiquitous
(also childish easy trivial)
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
ITrsquoS TOO BIG TO SEE
ldquoIf it really mattered it would already be fixedrdquo
ldquoIf everyone plays why do they need the libraryrsquos helprdquo
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
ITrsquoS TOO BIG TO SEE
Which is to say
ldquoIt canrsquot be true because if it was it would mean doing things we donrsquot do nowrdquo
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
BUThellip
It is true and because it is it means huge new opportunities for us and the public
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
BUThellip
It is true and because it is it means HUGE new opportunities for us and the public
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
BUThellip
It is true and because it is it means new opportunities for us and the public
HUGE
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
BUThellip
It is true and because it is it means new opportunities for us and the public
UG
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
BREAK
(Be back in 10)
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Whatrsquos the agenda
bull Set the ground rules
bull Meet each other
bull Learn a little about why this matters
bull Explore play
bull Explore games
bull BREAK
bull Possibilities for games and play in libraries
bull Obstacles
bull Opportunities
bull Criticism amp curation
bull Making the case
bull Find out whorsquos a WEREWOLF
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquordquonew village squarerdquo theme (cf Brueghel)
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
PossibilitiesMany and varied but here are some broadkey points
bull Playing up the ldquothird placerdquoldquonew village squarerdquo theme
bull 2-way libraries (no time here But see httpvgd2waylib)
bull Helping people share culture (all sorts) directly peer-to-peer
bull Facilitating self-initiated uses of the library
bull Leveraging unique library affordances ndash space safety staff collections facilities networks (electronic institutional social)
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
OBSTACLES
These largely arise from that big blind spot but letrsquos spell them out
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
OBSTACLES
Staff resistance
Management conservatism
Systemic indifference
Play vs reading mode shift
Lack of public expectation
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
STAFF RESISTANCE
bullMake the case to peers not just management
bullTry to offer positive experiences
bullTalk up library staffrsquos role as thought leaders
bullWatch out for sabotaging behaviour but know itrsquos often unconscious
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
MANAGEMENT CONSERVATISM
bullAccept that constraints are a reality but donrsquot let them off the hook ndash leadership is their job
bullAppeal to higher-level strategies
bullLook for metrics that are useful to them
bullInsist on ldquoroom to failrdquo ie room to learn
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
SYSTEMIC INDIFFERENCE
bullMutually reinforces management conservatism
bullCritique metrics budgets that exclude play
bullPoint out blind spots amp omissions link them to low stats ndash eg library use among young men
bullPush for room to experiment within the system
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
PLAY VS READING MODE SHIFT
bullReading (often) individual reflectivehellip INTROVERTED
bullPlaying (often) social activehellip ldquoEXTROVERTEDrdquo
bullFeels very different
bullI would argue these are complements not opposites on a very important balance
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
LACK OF PUBLIC EXPECTATIONbullPublic donrsquot associate libraries amp play ndash so plug
bullPeople have established private play spaces amp groups ndash tap into these but respect them
bullThink about what a library might offer
bullOrganised events with larger reach
bullA larger pool of potential players
bullldquoMatchmakingrdquo to help find a game
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
OPPORTUNITIES
Games clubs
Library Leagues
Outreach to geeks esp adolescent males
Tech access
International Leadership (for early adopters)
International Games Day your Library
Promoting social connections between demographics
Key intrinsic benefits systems literacy theory of mind
A better understanding of culture generally
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
GAMES CLUBS
bullLike book clubs but as well as meeting to discuss the work you meet to play it
bull(Maybe like Shakespeare club)
bullCan be monthly or weekly
bullIn conjunction with local game stores
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
LIBRARY LEAGUES
bullLike local sporting leagues but for games ndash lower physical barrier to participation
bullCompetition optional
bullFoster team spirit local community
bullConnect that community on wider scale
bullTake advantage of organised play programs
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
OUTREACH TO GEEKSYOUNG MEN
bullGeeks already feel safe in libraries
bullGames extremely popular among young men especially isolated ones
bullSocial connection into a diverse group
bullFoster pro-social competitiveplay norms
bullPlace games in wider culturalsocial context
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
TECH ACCESS
bullGames tech is hugely influential not limited to games uses (as above)
bullAccess to understand how it works and be inspired to create for it will be expensive
bullAlready something we do
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
INTERNATIONAL LEADERSHIP
bullGamesplay clearly going to happen
bullMajor catching up to do
bullLots of interesting experiments happening
bullMuch more ldquowaiting and watchingrdquo so taking the lead = visibility (also better learning)
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
INTERNATIONAL GAMES DAY
bullSat November 21 2015 (3rd Saturday in Nov)
bullhttpigdalaorgabout
bullDonations of games
bullInternational inter-library games ndash Minecraft Hunger Games Global Gossip Game
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
LIBRARY SKILLSINFO LITERACY
bullA game for IGDyl
bullGames as training activities
bullAADL Summer Game
bullUTS Zombie game
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
GAMES AS EDUCATIONAL MEDIA
bullldquoPlay withrdquo beats ldquolook atrdquo
bullSimulations
bullMore and more common
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
PROMOTING SOCIAL CONNECTIONS
bullGames create a common ground and shared space that obscures age gender ethnicity background even language sometimes
bullPlay creates a positive experience turns the ldquoproblem of the otherrdquo into the ldquopleasurerdquo
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
SYSTEMS LITERACY
bullAs important as traditional literacy(also highly complementary to it also games drive traditional literacy in incredibly powerful ways)
bullMajor reason to discuss games critically
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
THEORY OF MIND
bullThe ability to think about what others are thinking precursor to empathy
bullVital life skill
bullKey benefit of strategicsocialpolitical play
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
BETTER CULTURAL UNDERSTANDING
bullA blind spot that big has to have implications for accurate understanding of culture as a whole
bullEspecially if play is not just a type of culture but an element in all culture
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Curation amp criticism
No time here to talk about collection management except
Lending is possible (being done) In-house use should be tracked
in some way Inventory tech is on the way Card sleeves are your friend
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Curation amp criticism
As with books movies music knowing the field is important
ldquoPlayersrsquo advisoryrdquo is just as worthwhile
Knowing your community matters (so you can connect people)
Join your libraryrsquos games club
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Curation amp criticism
Criticism can use all the technical details mentioned earlier
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
POINTS OF DIFFERENCE BETWEEN GAMES
bull Electronicnon-electronicnon-mediated
bull Story simulation competition (GamistNarrativistSimulationist)
bull Co-operative team-based competitive
bull Dexterityimplementation skill vs decision-making
bull Randomness and pseudo-randomness and the effects of where those are built into the game
bull Hiddenpublic information
bull Systemic logic vs human interpretation
bull Abstract vs themed vs strongly flavoured ndash and tie-ins ndash specific franchises general genres literary or other
bull Player numbers ndash solitaire through massively multiplayer
bull Scale of game and of movement ndash sportsgeocaching vs screentabletopmental games
bull Player distribution ndash local through global
bull Play duration ndash seconds minutes hours days years
bull How do games and play sessions connect One-offs tournaments indefinite regular groups other structures
bull Sequential play parallel play simultaneous play realtime play
bull Nature of the social contract
bull Player relationship to character ndash none3rd-person1st-person
bull Socialcasualprofessional
hellipand more
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Curation amp criticism
Criticism can use all the technical details mentioned earlier
But as with any creative work itrsquos about its effect what it does how
What emotionsideasexperiences are conveyedexploredencoded
How does that happen
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Curation amp criticism
Time for an example ndash a quick game club session
Card game called Hanabi
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Hanabi
Play the next highest number (1-5) in each of 5 colours
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Hanabi
Play the next highest number (1-5) in each of 5 colours
Get each colourrsquos pile as high as you can
Co-operative ndash all on one team Easy right
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Hanabi
You canrsquot see your hand of cards YES You hold your cards with the
BACK FACING YOU You canrsquot talk about what each
other has except in particular ways
You can only play 2 wrong cards
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Play a card from your hand ndash if itrsquos wrong lose an explosion token or
Discard a card to gain a clock token or
Spend a clock token (if any) to name a player then name a colour or number then point to ALL matching cards in that
playerrsquos hand
On your turn
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Hanabi
What do you want to talk about
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Hanabi
Technique MemoryDeductionlogicnegative informationHintingImplicit communication
Hidden informationTeamwork trust amp protocolpredictabilityEmotional regulation amp the ldquoproblem of the
otherrdquo
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Making the case
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Not easy
Institutional inertia is hard enough to overcome
Institutional inertia backed by cultural inertia is EVEN HARDER
Institutional PLUS cultural inertia PLUS funding anxietyhellip now thatrsquos a REAL challenge
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
A challenge ne an excuse
Libraries are always anxious about funding (wersquore driven)
We canrsquot afford to miss this boat
We donrsquot WANT to miss this boat if we care about librariesrsquo mission Play is too important
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Use the evidence
Wersquove only started looking but itrsquos there and plentiful
Start with the Journal of Play
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Work on multiple levels
When talking culture generally
Within the librarycouncil
At state and federal level
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Use (amp support) your allies
There are more of us than might be apparent
australianplayallianceorg
Make use of me
pmphilipminchincom
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Use (amp support) your allies
How I can helpStrategic planning amp consulting Staff trainingPublic presentations amp eventsPC amp Android e-lending platformDiscounted tabletop games
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Time for WerewolfWho are the flesh-eating shapechangers among you
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Play is optional
We may go over time If this is a problem thatrsquos OK stay and learn the game then leave at 4
We may have to relocate part-way through If so keep your roles hidden
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Werewolf
A modern folk game ndash started as an academic exercise in mid-80s Soviet Russia spread virally internationally
Hidden teams Who are the Werewolves Villagers want to eliminate them
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Games problem-solving amp metacognition
Werewolves some tips Donrsquot answer questions addressed to
Werewolves or put your hands up when asked Donrsquot support each other too obviously (But
be careful about letting each other die) Donrsquot forget only one other person has any
idea whatrsquos going on and much less than you And nobody else knows who they are
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Games problem-solving amp metacognition
So now you have a problem How do you decide who to lynch
As villagers lynching the wrong person gets you closer to losing But not lynching gives the Werewolves a free kill and you learn less
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in
Games problem-solving amp metacognition
How can you learn what you need to know What do you look for
How do you talk tactics with the Werewolves listening in