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Opportunities for Game Culture and Technology in
Public LibrariesWalt Scacchi
Institute for Software Researchand
www.ucgamelab.netUniversity of California IrvineIrvine, CA 92697-3425 USAwww.ics.uci.edu/~wscacchi
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Computer Games in Libraries
• A little background on game culture and technology
• New game opportunities for public libraries
• Libraries as community centers for games culture and technology
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Game Culture and Technology
• Games as immersive, experiential literary form -- game play as emergent narrative
• Gaming as rapidly growing global industry• “Modding” and making games as practice-
based learning and career development• Games as new media and cultural form• Game culture as social movement
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Game play as emergent narrative and storymaking
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Game World StatsGame World StatsGaming as rapidly growing global industry
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Making games as practice-based learning
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Making games as career development
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Games as a new medium
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New Game related R&D effortsNew Game related R&D efforts• visual and performing arts visual and performing arts
– Games as cultural media (Games as cultural media (www.selectparks.net))
• humanities and social scienceshumanities and social sciences– Games as graphic narratives for storytelling; Games as graphic narratives for storytelling; machinima machinima — —
game-based cinemagame-based cinema
• alternative game cultures and venuesalternative game cultures and venues– “ “hot rod” game machines, LAN parties, and hot rod” game machines, LAN parties, and GameCon’sGameCon’s
• science learning and technology educationscience learning and technology education– Games for informal education in scienceGames for informal education in science– Learning STEM domains and practices through immersive Learning STEM domains and practices through immersive
(role-playing) games(role-playing) games
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Hot rod PCsHot rod PCs
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QuakeCon RoomQuakeCon Room
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CERN Quantum GameCERN Quantum Game
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T.Rex
• Game story task 1 (grades 1-2)– How does a T.Rex stand and run with short
arms (front legs) and a long tail?– Build/place tail and neck vertebra into “see-
saw” balance system– How might the tail help the dinosaur when
eating?– Addresses national science education standards
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• Demonstrates see-saw like T.Rex engineering
• Kids add tail segments to achieve correct balance for raptor skeleton
T.Rex SEE-SAWBALANCE PUZZLE
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New Games for Libraries
• Commercial (PC)– Civilization 4 – The Movies
• Informal science education games (Web)– KineticCity.com, Whyville.org,
Exploratorium.org, etc.
• (Future) Library-specific games!
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Library-Specific Games
• Knowledge Quest – navigational, adventure/discovery game– find and assemble knowledge from library
resources– acquire practice and skill of library researcher– resident librarians as game masters/mentors– “open source” game engine, content
development, and community participation
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Library-specific games• Inter-library game grid
– MLS as virtual public network of online information servers accessible through local library PCs
– Create a virtual private network for inter-library multi-player games and tournaments
– Facilitate inter-library game play and game culture– Deploy online community information-sharing system
• “MyGameSpace” Web portal, blog, wiki, RSS, forum, etc.• library-specific, community oriented, ethnically diverse • Built from open source software components• Decentralized development cost, participation, and quality
assurance
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Making Library-Specific Games
• Partner with game research laboratories– UIUC, UCI, UW-M, or others
• Propose to external funding sources– Government agencies– Philanthropic foundations– International partners (multi-lingual culture)
• Empower open source game culture and technology for public libraries
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Further information
• UCI Game Lab: www.ucgamelab.net
• W. Scacchi, Free/Open Source Software Development Practices in the Computer Game Community, IEEE Software, 21(1), 59-67, January/February 2004.
• W. Scacchi, When Worlds Collide: Emerging Patterns of Intersection and Segmentation when Computerization Movements Interact, working paper, presented at the Social Informatics Workshop, March 2005.
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Acknowledgements
• Mark Ackerman (UMichigan), Margaret Elliott (ISR), Les Gasser (UIUC), Chris Jensen (ISR), Robert Nideffer (UCI Game Lab), John Noll (Santa Clara U), Celia Pearce (UCI Game Lab), also others at ISR and UCI Game Lab.
• Research grants from the National Science Foundation (no endorsement implied) #0083075, #0205679, #0205724, and #0350754.
• Discovery Science Center, Santa Ana, CA • UC Humanities Research Institute • Digital Industry Promotion, Daegu, Korea• California Institute of Telecommunications and Information
Technology (CalIT2)• Creative Kingdoms Inc.