Playstation 2 or 3, WII, Xbox, Nintendo DS, Gameboy, Gamecube and loads of other multimedia gaming have made a huge impact on the lives of society and competitive gaming markets.
I was fortunate to have grown up in the days of Commodore 64s and Vic 20s. Somewhere in my parents house, there is a mini Frogger arcade console that I played daily. Don’t forget good old Atari PONG! Yes, I do have the new Atari knock off of the original. I just wish it had the cartridges too instead of a console memory chip.
Gaming of today compared to gaming of yesterday has vastly improved overtime. Instead of the basic one dimensional graphics, we now have advanced 4D graphics and versatile gaming equipment that allows virtual movement (ex. WII and games like DDR *Dance, Dance Revolution*). Gamers could also interact with one another through internet networking.
Among the various games I’ve played include but are not limited to: DDR, GTA, Grand Tourismo, various internet gaming sites like MSN zone and Yahoo games. I have tried World of Warcraft but have not had the opportunity to explore it due to time constraints. I have also registered on the virtual world, Second Life. You can find me and my avatar Rosebud Audina. Second Life is quite interesting. I would like to explore it further, however time constraints and access are an issue.
Although gaming and game consoles have become a ‘must have’ in society, one might question how gaming / gaming consoles relate to libraries and library services. Gaming could be beneficial for both academic and public libraries as it would provide a strategic learning environment. We learn to create, analyze, think, function, problem solve, strategize, play individually or as a team and map an overall approach from the start to the end of a game.
If we look at virtual worlds like Second Life, a new university student could check out the virtual library and learn where and how to find the information he / she is looking for without leaving the comfort of their home. Some libraries already offer virtual library tours on their websites like the Burlington Public Library and virtual IT tutorials like Canterbury University, UK.
Many public libraries have also considered offering gaming in child and youth areas to promote learning, teamwork and library use. Access through public library e-resource sites to various archive and encyclopedia sites including Canadian Encyclopedia offer fun interactive quizzes like the Canucklehead Quiz that help teach and test our youth of their knowledge of Canada.
Hence, gaming will definitely remain an important factor in library services and learning environments.