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Gaming and Virtual WOrlds
Well I had a bit of experience with week 11 since it was my group project. First of all, I created a second life account, Lew Ragu. I explore this virtual world and found several pros and cons. I really enjoyed the graphics and found it to be visually stimulating! It was so cool to wander around different places all in one spot (unlike surfing the web). The music was great and there is strong evidence that SL is very up to date. However, being an inexperienced gamer, I really didnt know what to do with myself. I visited lands that are of interest to me, such as the Indie music land. However, once I was there, it too me so long to figure out how to listen to music and such. Its probably just my lack of experience but I was getting frustrated. I am sure over time, I would become more of an expert. I also didn't like how when every time I used SL on my computer, it was terribly slow from then on and did not stop humming. My computer is a 2007, not the newest but certainly not counting its days, so it makes me question what consequences this could have for libraries where systems are not always this year's model. Also, the fact that you have to pay for land, which is reasonable for professionals and advertising, but for not-for profit organizations this seems rather impractical.
Hosting a website of games that includes SL is a great way to get a variety of users interested in learning and using the library's services. The Game ZOne of Charlotte County and Ann Arbour are two great examples of how libraries can encourage users to explore different learning methods and exercise all of their senses. I have never seen libraries host Guitar Hero and Nintendo challenges but after exploring the case studies, this seems like such an effective way to increase patron visits, provide alternate learning strategies, create strong and comfortable relationships with librarians and perhaps increase circulation.
Gaming does not seem "fit" for libraries--they are often considered loud, promoters of the couch potato and non-educational. However, I view gaming and exploring virtual worlds the same way as people now view graphic novels: while they were traditionally deemed 'garbage,' magazine material, non-literary and outright trashy, it has been discovered that they materials are getting resistant learners to read on their own; in the end, it all leads to wider vocabulary, conceptualizing, writing and speech. I think we can speak the same for gaming and virtual worlds that they foster literacy skills, problem solving, utilize social skills and promote self-discovery--as lame as that sounds. And we can learn from history because romance novels were seen in the same light and are now a growing phenomenon!
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Angie your right a lot of games, and not just educational games, promote problem solving. A classic example of this is when a player of a recent games came to a part of the virtual world where the bridge was out and they needed to get to the other side. - by examining the area players fond hidden barorals filled with air. By garbing them and putting them under a sunken plank they were able to raise the plank to make a ramp to the other side of the water hazard.
The above is a simple example but many games feature problem solving as a "key skill" in gaming. Libaries could utilize these games to introduce problem solving as a skill for students.
Angie, I had the same experince as you in Second Life. It took me a while to figure out what to do. I think I would need to spend a fair amount of time in SL to really appreciate this virtual world. I did like visiting places and flying about but I never got inside a library which is what I wanted to do.
I was also frustrated initially with Second Life. I expected it to be similar to the SIMS, which I have played since the first release, but it was not the same, and my computer also had trouble running it - I had to turn off the sound, and change the graphics settings, so I'm not sure I got the full experience. It was useful, just to see it, but I have a pretty good feeling I won't be spending much time in my second life after this week.
I also found movement in Second Life to be less than intuitive and a friend of mine became stuck dancing once and had to ask the librarian on Info Island for help (she was a bit embarassed). Trying to change appearance was also "interesting" and not in a good way. Perhaps granting people the ability to create their own clothing and other objects makes the system complex, but I couldn't help but feel that there must be a more user friendly method. But then, Second Life and other virtual worlds are still relatively new and I expect we'll see a lot of useful changes as these worlds develop.
I like your comment about the gaming stereotypes, Angie. As someone who keeps up with the gaming industry quite closely, I've always enjoyed reading articles that show nontraditional games, especially "games" like Second Life and consoles like the Nintendo Wii. These types of entertainment are the "face" that gaming needs to higher authorities so that the stereotypes can be addressed and (hopefully) defeat.
Great blog!
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