Hello Debra,
The UD Library supports a small (~60 titles) collection of video games
on the PS, PS2, PS3, XBox 360, and N64 platforms (primarily PS2 and
PS3). It began as a grant-funded collection which was first loaned and
then donated to the Library by a Foreign Languages and Literatures
professor who teaches courses on Japanese games (a PS3 console and ~20
PS2 and PS3 games were donated). We have four consoles: PS2 (which
plays both PS and PS2 games), PS3, XBox 360 and N64. We do not loan
them -- we have set them up in our Viewing Carrel areas for on site
use. Most of our gaming carrels are set up to accommodate as many as 4
students at a time (the gaming exercises assigned often include roles
for observers as well as players). Currently there is no separate fund
for games, although I've been advocating for such a fund. If / when
there is a fund, I will collect in the same way that I currently collect
for other media -- both on request and proactively anticipating student
and instructors' needs. As it is, I only purchase games if they've been
specifically requested by an instructor.
Some of the minor challenges we've faced in the few years we've been
doing this...
*Noise. Get a few students together playing Street Fighter while
wearing headphones -- no amount of signs begging them to be quiet and
mindful of others using the space are going to keep their enthusiasm
from getting the better of them. Ideally we would have soundproof rooms
for them to use, and they wouldn't need the headphones. But, that's not
the case and we try to be loose. If they become very loud or we notice
other users popping up like gophers in other carrels and shooting them a
stink-eye, we'll go out and ask them to keep it down.
*Perception. The painfully short-sighted "What are games doing in an
academic library?!" Ironically enough, our most vocal complainant was a
film studies professor. I gently reminded him that this was a challenge
routinely lobbied against feature film back in the day (and that still
persists on some level, even within the library).
*Equipment. Because they are small, portable, valuable, and easy to
slip in a coat pocket or backpack, we check out the controllers to the
student's account if they choose to use our consoles. We do not check
out other accessories -- headphones, remotes, etc. This makes it a
challenge for our student desk attendants to remember to check in the
controllers, which means we have to back out fines regularly. A bit of
a pain. Additionally, keeping the wireless controllers charged requires
a little bit of vigilance.
*Online games. We've had requests for games purchaseable through the
PlayStation store. After talking with colleagues in our Collection
Development, Systems, and Acquisitions departments, it was determined
that the licensing terms (written with individuals and not institutions
in mind) would prevent our ability to meet the needs of that
instructor. I've mentioned Steam a few times, but there doesn't seem to
be an institutional desire to grapple with some of the challenges the
need for online games entails.
The biggest surprise for me so far is that the Foreign Languages and
Literatures profs have been our biggest users of what they've dubbed
'the games lab'. The assignments have much more of a cultural
anthropology bent than I would have expected -- we don't have anyone
using our materials to study, say, the technical side of gaming -- we
don't have new media folks or art folks or any of the other folks along
those lines coming to us. But, we have a Spanish prof who teaches a
class along the lines of 'Violence at the Border' through the lens of
videogames like Red Dead Redemption. And an Italian language prof who's
assigned Assassin's Creed II as a tool to study representation of the
Italian Rennaisance. Etcetera.
Hope this is helpful!
Best,
--
Meghann Matwichuk, M.S.
Associate Librarian
Film and Video Collection
Morris Library, University of Delaware
181 S. College Ave.
Newark, DE 19717
(302) 831-1475
http://www.lib.udel.edu/filmandvideo
On 10/1/2014 9:02 AM, Mandel, Debra wrote:
Hi-
I'd be interested to hear from folks who have successfully integrated
games collections and use of game consoles in their institutions,
particularly in those with academic game design curricula. Do you
check out consoles? How do you collect games? What are the challenges
of becoming a gaming venue? How has this impacted your budget?? Your
space?
Thanks!
Debra
Debra H. Mandel
Acting Associate Dean, User Services
Northeastern University Libraries
320 SL
Boston, MA 02115
617-373-4902
617-373-5409-FAX
VIDEOLIB is intended to encourage the broad and lively discussion of issues
relating to the selection, evaluation, acquisition,bibliographic control,
preservation, and use of current and evolving video formats in libraries and
related institutions. It is hoped that the list will serve as an effective
working tool for video librarians, as well as a channel of communication
between libraries,educational institutions, and video producers and
distributors.
VIDEOLIB is intended to encourage the broad and lively discussion of issues
relating to the selection, evaluation, acquisition,bibliographic control,
preservation, and use of current and evolving video formats in libraries and
related institutions. It is hoped that the list will serve as an effective
working tool for video librarians, as well as a channel of communication
between libraries,educational institutions, and video producers and
distributors.