144
Playing catch- up games and play in the wider culture and in the library

Playing catch-up: games and play in the wider culture and in the library

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Page 1: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 2: 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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 3: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 4: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 5: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 6: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 7: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 8: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 9: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 10: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 11: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 12: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 13: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 14: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 15: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 16: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 17: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 18: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 19: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 20: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 21: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 22: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 23: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 24: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 25: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 26: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 27: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 28: Playing catch-up: games and play in the wider culture and in the 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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 29: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 30: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 31: Playing catch-up: games and play in the wider culture and in the library

(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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 32: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 33: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 34: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 35: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 36: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 37: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 38: Playing catch-up: games and play in the wider culture and in the library

[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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 39: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 40: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 41: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 42: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 43: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 44: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 45: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 46: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 47: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 48: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 49: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 50: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 51: Playing catch-up: games and play in the wider culture and in the library

(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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 52: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 53: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 54: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 55: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 56: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 57: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 58: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 59: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 60: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 61: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 62: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 63: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 64: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 65: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 66: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 67: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 68: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 69: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 70: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 71: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 72: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 73: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 74: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 75: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 76: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 77: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 78: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 79: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 80: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 81: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 82: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 83: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 84: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 85: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 86: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 87: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 88: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 89: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 90: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 91: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 92: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 93: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 94: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 95: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 96: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 97: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 98: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 99: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 100: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 101: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 102: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 103: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 104: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 105: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 106: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 107: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 108: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 109: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 110: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 111: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 112: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 113: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 114: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 115: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 116: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 117: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 118: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 119: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 120: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 121: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 122: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 123: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 124: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 125: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 126: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 127: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 128: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 129: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 130: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 131: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 132: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 133: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 134: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 135: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 136: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 137: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 138: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 139: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 140: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 141: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)
Page 142: Playing catch-up: games and play in the wider culture and in the library

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

  • Playing catch-up
  • Intro stuff
  • About this workshop
  • About this workshop (2)
  • About this workshop (3)
  • About this workshop (4)
  • About this workshop (5)
  • Why leave the comfort zone
  • Why leave the comfort zone (2)
  • Why leave the comfort zone (3)
  • Why leave the comfort zone (4)
  • Why leave the comfort zone (5)
  • What are we covering today
  • What are we covering today (2)
  • What are we covering today (3)
  • What are we covering today (4)
  • What are we covering today (5)
  • Whatrsquos the agenda
  • LOTS to cover
  • And wersquoll be playing
  • Permission to play
  • Getting to know you
  • Getting to know you (2)
  • Getting to know you (3)
  • Getting to know you (4)
  • About me
  • The original Project Gutenberg
  • A board game of robots made from a toy run by a computer
  • My bub (who loves to play)
  • Why do we play
  • (Not kidding Look up ldquoSugata Mitrardquo amp ldquoHole in the wallrdquo)
  • Why do we play (2)
  • Why do we play (3)
  • How much do we play
  • How much do libraries play
  • How much do libraries play (2)
  • Does it matter
  • [Sidetrack] My understanding of ldquolibraryrdquo
  • The archetypal library The Library of Alexandria
  • A library is
  • Does it matter (2)
  • Does it matter (3)
  • Does it matter (4)
  • Does it matter (5)
  • TIME FOR GOSSIP
  • Pass the Secret along
  • What is play
  • What is play (2)
  • What is play (3)
  • What else is play
  • (What is FUN)
  • What else is play (2)
  • What else is play (3)
  • Play and the Magic Circle
  • Johan Huizinga
  • Johan Huizinga (2)
  • Johan Huizinga (3)
  • Johan Huizinga (4)
  • Johan Huizinga (5)
  • Play and the Magic Circle (2)
  • So play ishellip
  • So play ishellip (2)
  • Sound familiar
  • BACK TO GOSSIP
  • What was the final Secret
  • What is this game about
  • What is this game about (2)
  • What does this game teach
  • What does this game teach (2)
  • And this is just Gossip
  • What are Games
  • Not all the same
  • Working out what games are
  • Working out what games are (2)
  • Points of difference between games
  • A few elements In Gamesrsquo Poetic Toolbox
  • A few key reasons games matter
  • A few key reasons games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES
  • One key reason games matter TO LIBRARIES (2)
  • One key reason games matter TO LIBRARIES (3)
  • we should be up to that break buthellip
  • Irsquom going to cheat
  • The single greatest obstacle
  • too big
  • Itrsquos too big to see
  • Itrsquos too big to see (2)
  • Itrsquos too big to see (3)
  • Buthellip
  • Buthellip (2)
  • Buthellip (3)
  • Buthellip (4)
  • Slide 93
  • BREAK (Be back in 10)
  • Whatrsquos the agenda (2)
  • Whatrsquos the agenda (3)
  • Possibilities
  • Slide 98
  • Possibilities (2)
  • Obstacles
  • Obstacles (2)
  • Staff Resistance
  • Management Conservatism
  • Systemic indifference
  • Play vs Reading mode shift
  • Lack of Public Expectation
  • Opportunities
  • Games Clubs
  • Library Leagues
  • Outreach to geeksyoung men
  • Tech access
  • International leadership
  • International Games Day
  • Library skillsinfo literacy
  • Games as educational media
  • Promoting social connections
  • Systems literacy
  • Theory of Mind
  • Better cultural understanding
  • Curation amp criticism
  • Curation amp criticism (2)
  • Curation amp criticism (3)
  • Points of difference between games (2)
  • Curation amp criticism (4)
  • Curation amp criticism (5)
  • Hanabi
  • Hanabi (2)
  • Hanabi (3)
  • On your turn
  • Hanabi (4)
  • Hanabi (5)
  • Making the case
  • Not easy
  • A challenge ne an excuse
  • Use the evidence
  • Work on multiple levels
  • Use (amp support) your allies
  • Use (amp support) your allies (2)
  • Time for Werewolf
  • Play is optional
  • Werewolf
  • Games problem-solving amp metacognition
  • Games problem-solving amp metacognition (2)
  • Games problem-solving amp metacognition (3)