Showing posts with label library games. Show all posts
Showing posts with label library games. Show all posts

Tuesday, September 5, 2023

Kind People Make Spaces Safe

 I discovered me in the library. I went to find me in the library.”

Ray Bradbury

The library where I grew up; not my
current public library....
Every few months something inspires me to consider the issue of safe spaces, specifically public libraries as safe spaces. It’s become one of those perennial issues emerging in discussions about our society as a whole and our smaller communities of gamers. Paramount among these prompts was Wil Wheaton’s moving keynote speech at the Southern Kentucky Book Festival, The library is a safe place,” about how books and his local library helped him find his way through his difficult childhood. It’s long but worth reading. Go and read it now...I’ll wait. I gleaned other tidbits from my social media feeds demonstrating how public libraries offer a place where the homeless, out-of-work, and troubled can find refuge, however temporary. The main event, however, was closer to home; this past spring our local public library hosted a convention celebrating graphic novels, movies, even games with fandom followings. After some reflection on all these perspectives I reached a realization. As merely places filled with books and other media to engage our interests and momentarily distract us from our real-life woes, public libraries fulfill only part of their role; what brings the safe place to life is the confluence of the media and caring people in one location. People matter. They make the difference in how we experience places and events...for good or ill. I regret that, while games might serve as one aspect helping to make libraries a refuge, exclusive game spaces do not always make for safe spaces...people, civility, and kindness make the difference.

Tuesday, November 4, 2014

Gaming Spaces

I’ve spent more than 30 years “around the gaming table,” a place that has ranged from the dining room table at home and friends’ houses to game stores, public and school libraries, and vast convention halls. Sometimes “gaming tables” seemed cozy and focused, other times they got cramped, crowded, and loud. I’ve experienced more gaming locations than I can recall, yet both the good and the bad still stand out in my memory and serve as fodder for some disparate – and hopefully amusing – recollections.

A small, regional convention with
gaming tables surrounded by vendor booths.
I started gaming around our modest dining room table, a space normally reserved for holiday meals and guests which I slowly took over for hosting players of various kinds of games. As my circle of gaming friends grew we migrated from one player’s home to the next, usually around the kitchen table but occasionally gathered on den couches or around a coffee table. Weekend afternoons seemed best, but if we strayed into the after-dinner hours the host’s parents often made a cameo appearance at some point to ask us to “keep it down, we’re trying to sleep.” The most hospitable home – the place where everyone went to hang out, whether they were gaming, watching videos, or just spending time together – possessed a seemingly endless supply of chips and soda, had parents who didn’t intrude if we made some noise, and always had a cushy sofa on which we were welcome to crash after game sessions that ran into the wee hours of the morning. (This particular household hosted the memorable New Year’s Eve gaming event about which I’ve reminisced before.) On several occasions friends tried having extended gaming weekends, what some might consider mini-conventions, at their house (or at several homes over the weekend), and these varied based on the general hospitable nature of the family. Understanding parents, comfortable gaming spaces, and plenty of food seemed key factors in successful home gaming environments, at least in my younger days.

I’ve played games in library spaces, both public and academic. I was kicked out of my high school library for nothing more than playing a game I designed that involved dice; the British-born librarian felt that dice were inappropriate (a cultural view I learned about later, from R. Talsorian’s Castle Falkenstein game no less) and hence banished us. I later ran sessions of my Creatures & Caverns game for friends in the cafeteria during free periods. I spent a summer running weekly Dungeons & Dragons games at my hometown public library, butting heads with the two hard-core gamemasters who organized the program because they didn’t feel I was playing the game the way they felt was right. I had a horde of 10 kids all around 10 years old in a meeting room alcove off the main children’s section, hardly ideal for getting very far in the adventures I designed for the program. More recently I spent about a year volunteering at the local public library’s monthly teen board gaming sessions in a large programming room separate from the rest of the library lest we disturb the sacred silence of those hallowed halls; I taught and hosted Pirateer and Forbidden Island. Keeping the potentially loud and boisterous gaming insulated from the rest of the quiet library enables participants to enjoy themselves without worrying that they’re distracting other patrons.

A good game store maintains some space, permanent or temporary, for in-store gaming. Throughout my gaming days I’ve seen a vast range of gaming spaces within stores, from dingy back-rooms near the bathroom and corners hidden behind retail shelves to large portions of the store devoted to tables for board, card, and wargames. I’m grateful both my current Friendly Local Game Stores (FLGS) have ample space for in-store gaming; the closest has eight long, folding tables in four rows occupying the middle of the retail space (with shelves of comics and games lining the walls), and the farther one has half the store space dedicated to game tables, including shelves for storing wargaming terrain and a back room for select games (and a table suitable for roleplaying games tucked away at the back of the retail space). I’ve participated in games at the former – a few X-wing Miniatures Game tournaments, the occasional Saturday night casual X-wing game, some board game demos at International Tabletop Day – and while things can get a little crowded and noisy, the environment remains welcoming to gamers thanks to friendly players and hospitable staff. Both stores have the adventure gaming business savvy to offer sodas and snack foods for sale to cater to gamer’s appetites and give them an opportunity to make at least a small purchase in gratitude for providing a good gaming location.

Gaming in hotel suites sometimes adds
an element of exclusivity...especially
with special guests.
Gaming conventions offer occasional opportunities for exposure to new games and players as well as reliable favorites with old friends. The convention size often dictates the nature of the gaming space. Major conventions like GenCon and Origins host games in a variety of spaces ranging from hotel meeting rooms to vast exhibition halls. Smaller regional conventions often rely on the event space – typically a hotel with conference facilities – scheduling gaming in everything from ballrooms and meeting rooms to hotel rooms with beds removed and banquet tables and chairs crammed into the space. I’ve run games at many conventions, including one in a cavernous and noisy hall at GenCon back in Milwaukee, many in medium-sized meeting rooms and ballrooms with 5-10 tables, and a few stuffed into the aforementioned hotel rooms crammed with one or two banquet tables. I don’t always like the latter; while they often afford privacy and quiet (as long as there isn’t a second table jammed into the room), they remain so well-removed from the main gaming halls the non-existent foot traffic discourages both casual spectators and last-minute participants. I appreciate the quiet, but it seems detached from the general community feeling of smaller conventions. They remain perhaps the best spaces – when not so crammed – for private games, such as any of the Star Wars Roleplaying Game sessions I’ve run where players bid in a charity auction for seats at the table with a famous author guest like Timothy Zahn. At cons I generally prefer gaming spaces closer to other programming activities, whether a large ballroom with many tables or smaller meeting rooms with a handful of tables. Perhaps the most unexpectedly pleasant convention game experience came from player generosity; the game was originally scheduled for a meeting room with several other active tables (with groups that promised to get loud and rowdy), but two of the participants had booked a hotel suite and – with the consent of the rest of the players and a note left at the table – we gladly adjourned to the suite’s dining room table for an intense game fueled by the hosts’ stash of snack foods and beverages.

Where do we play games? The answer often depends on one’s particular type of game, personal resources, and general opportunities. Most broad location categories themselves can range between ideal and intolerable, though lucky gamers find or create gaming situations that work best for them. What makes ideal location conditions for games? Do certain spaces lend themselves better to different games? What kinds of compromises in environment do we make to engage with others in gaming? Despite noise, crowds, and other distractions, gamers can make the best of their situations to focus on their hobby and ensure their own play experience remains positive. The times when I felt the game location seemed disruptive were the times when I allowed those issues to impact my own experience. A positive attitude combined with others helping to improve problematic gaming spaces goes a long way to providing everyone with a better play experience.

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Tuesday, June 11, 2013

Learning by Example

As the father of a three year-old I’m always amazed at how and what he learns. Much of it comes from observing others. He picks up words and phrases by listening to others and repeating them (sometimes to his parents chagrin…). He learns to throw and kick balls by watching his parents do it. He’s too young to read for himself, but he has a healthy sense of curiosity, imitates others, and asks questions about things he doesn’t understand…much like humans of all ages learn to play hobby adventure games. StarFrontiersAd

Gamers use various resources on their own to learn how to play new games: PDF rulebooks available freely from publisher websites; online video reviews and tutorials; even sitting down on their own with the game and trying it solitaire. None of these offer the hands-on, instant gratification of the play experience one gets from sitting down with others and playing the game, whether engaging in a shared exercise in unboxing, reading rules, setting up, and slowly testing a brand-new game or under the tutelage of someone who’s played it before. They don’t offer the experience of learning from actual play and from the example of others teaching the rules.

Hobby adventure games of various stripes -- roleplaying games, board and card games, even miniature wargames -- remain somewhat esoteric pastimes with often complex rules. By their very nature most analog games rely on face-to-face interaction with other players to complete the game experience, players who can help each other learn and understand new games. Unlike the standard board games of casual youth -- Candyland, Battleship, even Scrabble and Monopoly -- modern, sophisticated games don’t have rules concise enough to fit inside the boardgame box cover, nor do they draw on the collective consciousness of standard family games in American popular culture. Many Euro-style games and high-production-value American board games include slick, full-color rules booklets and even player aids to facilitate gameplay. Roleplaying games have long relied on thick tomes to impart rules governing numerous possibilities for characters, combat, and exploration within the game as well as its unique campaign setting. Miniature wargames (and their board-and-chit cousins) often rely on host moderators to set up the game, explain rules, and shepherd participants through the intricacies of movement and combat each turn (as well as bring along their hordes of painted miniatures and fantastic terrain with which people can play).

Deciphering intricate rules systems for any game on our own takes a lot of time, focus, and effort. It rarely provides us with more than a textbook understanding of how the practicalities of the game function without the level of unpredictability of other live players contributing to the game and learning experience. I recall as a 12 year-old I spent an entire weekend secluded in my bedroom reading and trying to comprehend the Basic Dungeons & Dragons boxed set (rulebook and the infamous B2: The Keep on the Borderlands module) only to gain a vague understanding of the game’s innumerable intricacies. When Magic: The Gathering first appeared 20 years ago, I remember buying a few packs from Wizards of the Coast’s humble two-booth space at GenCon, marveling at the cards, and scratching my head trying to make sense of the rules. It wasn’t until I played the game with friends at a convention that I really grasped the rules.

As a counterpoint to these fumbling learning experiences, I point to others where people shepherded me through games. I’ve discussed my own early Dungeons & Dragons experiences, watching two neighborhood kids play the Basic D&D module B2: The Keep on the Borderlands and using observations of that experience to create my own roleplaying game (Creatures & Caverns, revised and polished for free/pay-what-you-want publication at DriveThruRPG.com). I’ve enjoyed learning new games with groups who’d never seen them and trying new games with others who’ve played them many times before. I’ve even participated in game demonstrations at conventions which, while ultimately trying to sell participants on the game, serve as excellent exercises in quickly and clearly teaching the game essentials to as many people as possible. I continue to admire Wil Wheaton’s TableTop show on the Geek & Sundry YouTube channel; it offers a chance to learn the game while watching others play it (with the help of handy graphic rules explanations).

In today’s “Internet Age” players have more opportunities to learn how to play games on their own and publishers have more tools and venues to reach players and demonstrate their products. These include free PDFs of the rules available online, videos and tutorials, and frequently asked questions, plus a host of gamer-oriented online communities and forums (as outlined in an earlier Hobby Games Recce post). Finding like-minded game enthusiasts remains difficult in our insulated society where many of our leisure-time interactions occur over the internet. Online interaction, however, also enables us to find other gamers through meet-up sites, social networking links, and regional game events and venues.

What venues actively advocate learning new games with others?

Gaming Friends: Gathering with friends for games remains the best way to learn new games, especially if everyone approaches the experience with open-mindedness to try new things. This approach works when one player obtains a copy of the newest, shiniest game and wants to share, or if others have specific titles in someone else’s possession they’d like to explore. Finding and maintaining a friendly, regular gaming group like this -- for whatever style of adventure game one prefers -- remains a great challenge for many people.

Regional Gaming Conventions: These events (including regional media conventions with gaming tracks, something becoming increasingly rare these days) bring together like-minded fans for both hardcore gaming for experienced players and introductory and demonstration games for those looking to indulge their casual interests. I particularly enjoy cons with open gaming areas and libraries of games (usually board games) con-goers can check out like at a library and play…a great way to unbox a game and test drive it without paying a premium price first. Of course these conventions also offer opportunities to meet and establish friendships with other players in the region for future gaming endeavors.

Public Libraries: Many public libraries offer gaming programs for teens or Scrabble leagues, fantastic places for young people to meet and learn about games, but of little help to adult gamers unless they’re interesting in volunteering to run these events (if library staff accept and approve such volunteers…). Few offer programs such as family games expos (which I’ve discussed before) or adult board game nights. Despite a movement in recent years to transform public libraries into “community hubs” catering to a broad spectrum of patrons and non-traditional library activities, visitors (and many librarians) still cling to the hallowed dogma of libraries as sacred temples to silence (and learning) with no place for such things as pedestrian as…shudder…games. And certainly games have no place in even a non-circulating reference collection to make them more available to patrons. Thus gaming events remain relegated to distant programming rooms for occasional teen events, hiding them from normal library patrons and leaving interested adults (and even pre-teens) woefully underserved. (Apologies to Friendly Librarians of my acquaintance; I’ll freely admit I’ve had a love/hate relationship with libraries throughout my life….)

Friendly Local Game Store: One of the best places to learn about new games remains the place where you can buy them. The best set aside space for players, both those involved in tournaments and other organized events and those simply hanging out checking out new purchases or chatting with friends. Many offer demo copies to check out in-store, and some host demo days or regular gaming events welcoming newcomers. My friendly local game store maintains a library of demo copies of many current board games patrons can check out to examine and play in store, or borrow to take home with a small deposit. The store has also maintained a 20%-off sale for all board games for something like two years now…not that I’m complaining.

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Tuesday, October 25, 2011

Wanted: Family Game Expo

Americans have nothing like Germany’s Spiel Essen…and we should.
  
Internationale Spieltage SPIEL has been held in Essen, Germany, since 1983. With more than 150,000 attendees and 750 exhibitors from 30 countries, it is hands-down the largest gaming convention in the world (with GenCon Indianapolis a distant second). It occurs every October, giving German families the chance to try and buy board games for the coming holiday season.
   
I regret I’ve never attended -- and given that roleplaying games are a small subset of what Spiel Essen does, I’ve never had the opportunity -- but from everything I’ve read and heard, it sounds like one huge game demo. Spiel Essen is a gaming expo geared more toward families playing games than gaming hobbyists, like many American conventions. Much of its vast space is devoted to board and card game manufacturers demonstrating their games, most newly released for the show, first-hand to consumers. Additional areas highlight comics, some computer games, and play areas for kids, rounding out an overall family friendly experience. According to the expo website, Spiel Essen centers on “the idea of inviting the consumer and gamer to play new games and toys and make up his own mind about the quality of the individual game.”
     
I’m not advocating some organization running an exact copy of Spiel Essen here in America, but I think some group should try, even at the regional level, operating some portion of even an existing convention as a family oriented games expo to encourage greater participation in the hobby.
  
Americans Versus Games
   
Americans don’t play games like the Germans; this remains a primary obstacle keeping analog games of all kinds from becoming too mainstream.
  
Despite occasional campaigns to promote some semblance of a “family game night,” Americans spend more time “with” each other on cell phones, by e-mail, texts, and video chats than we do in person. People who are constantly plugged in don’t have the necessary face-to-face interactions in their social dealings. For games this means learning to show good sportsmanship whether winning or losing, figuring out how to play a game using printed instructions and physical pieces, cards, and boards, interacting with each other spontaneously and not by how quickly we can type or transfer our words and images over the internet. Part of this emerges from our hectic society that emphasizes productivity and money making instead of actually living and enjoying life. (And in these troubling economic times, our society gives us little choice but to obsess on our simple financial survival.) With our encouragement our kids are obsessed with over-achievement and over-involvement in school and sports; as parents we’re often diverted and consumed by our own interests, which we pursue from time carved out of other necessary obligations.
  
What we don’t always realize is how much recreation -- of all sorts, not just analog gaming -- helps recharge and re-invigorate us, providing a break in the middle of our hectic lives (much like recess used to in elementary school) so we can get back to work with renewed energy and focus.
   
Family Gaming Options
   
Occasionally we’re reminded and encouraged, if only for a fleeting moment, of the importance of gathering for games.
  
Hasbro in particular has long advocated having a family game night, using everything from television commercials to website resources. It’s an uphill battle dependent on the American family, which has more than enough stressors working against it, as noted above. Too often family gaming is relegated to the likes of toy department standards like Monopoly, Sorry, Scrabble, and Risk (including the re-tooled, re-licensed, and re-imagined versions of those games capitalizing on established brand recognition). While I’m an advocate of German-style designer board games (or high-end board games) and other gaming diversions, if a family game night with what many gaming hobbyists would consider “mundane” games is all people get, I’ll accept it.
       
Gamewright still offers the Gamewright GameNight program for schools, as outlined in a past Hobby Games Recce feature. School groups schedule and promote a game night program, learn to demo age-appropriate games using copies provided by Gamewright, and then run them at the event, selling copies of those games and keeping 50% of the proceeds for their fundraising coffers. It’s a fantastic model for a small-scale family game expo, providing both demo and sale copies as well as financial incentive to the organization administering and promoting the event. Gamewright’s titles are particularly well-suited to families with young children (as opposed to most high-end board games, which often have a minimum recommended age of 8 or 10).
    
Many conventions -- whether strictly gaming cons or sci-fi/fantasy media cons with gaming elements -- cater more to the gaming hobby, not the family market, and thus their offerings remain more focused to the dedicated hobbyist and not the casual gamer. Some provide children’s program tracks with appropriate games and activities, but they’re not geared toward promoting family board and card games. The most conducive con environment for getting families involved in games comes at conventions hosting open gaming areas supported by a game library; families can check games out of the collection, sit down at an open table (usually in the general board gaming play area), learn the rules at their own pace, and play the game. Right now this remains the closest American conventions get to Spiel Essen’s family friendly game demo environment.
   
Granted, the cost in attending a convention can become prohibitive (even assuming the entire family is interested in the con’s programming offerings) for what isn’t really an exclusive family event. In our neck of the woods, February’s Prezcon, a huge board gaming tournament convention, offers an open play option; while the adult prices are in the $30-$65 range for one to two days, the convention does offer free “Junior” badges for kids playing in Junior events or the open gaming area (though we’re assuming this requires a paying adult).
   
Other local family gaming options might exist in your area from two usual sources, the Friendly Local Gaming Store and your local library. Some game shops host events for families and children, but these remain few and far between, with little interest from parents who might not normally visit such “fringe” venues as comic and game stores. They often require more promotion than store employees have time, especially when reaching out to a new market. Occasionally libraries host gaming events, though most remain focused on teens, the most likely sector of the population to play board and card games for recreation. This makes sense for libraries just beginning to explore the role of games and play in their hallowed halls in an attempt to evolve their space more into “community hubs” than hushed repositories for books. Branching out to offer game programs for younger kids, adults, and seniors -- and particularly events for the entire family -- pushes the bounds of the current comfortable (and fundable) paradigm.
   
Challenges
   
Promoting the gaming hobby -- whether tabletop roleplaying, board, card, or war games -- to the general, non-gaming public remains a grassroots effort. So I’m issuing a few challenges focused on you, the local gamer, store owner, librarian, and convention organizer, to make a concerted effort to offer family friendly events to encourage gaming.
   
Aren’t there gaming-oriented trade organizations that exist to promote this kind of agenda? I’m not going to challenge the Game Manufacturers Association (GAMA) here, since it already has its hands full running two conventions, one a strictly industry trade show each spring in Las Vegas and the Origins game convention at the beginning of the summer in Columbus, OH (in addition to numerous other duties as a trade organization representing a disparate crowd of creative types). Granted, GAMA would be the logical choice to spearhead such a family gaming expo, but right now it’s too consumed trying to serve the vast American gaming “industry,” much of which is still focused on pen-and-paper roleplaying games (though board and card game publishers have been an ever-growing population of its constituency).
   
So my challenges go out to more grassroots sources. Not sure where you fit in? Check out my last challenge:
   
To Friendly Local Game Stores: Make an effort to host well-publicized family-friendly events to encourage families to game together using board and card games purchased from your own shelves. Spread the word in the schools if permitted, local newspapers who are always looking for interesting features, and online websites and social media. Find some incentive to get families into stores: provide free pizza or even raffle off a prize game with one ticket per attendee.
Offer flyers recommending games you frequently stock that are appropriate for families rated by age and time needed to play.
   
To Local Libraries: Use your existing teen gaming base as volunteers to learn and demo games at a weekend afternoon gaming event for families. Let them help choose games recommended for appropriate age groups, help them familiarize themselves with the games and with effective ways of presenting them, and tap their enthusiasm to promote games to families already using other library resources. Create a brochure available at the event and elsewhere recommending games (particularly ones in your collection) appropriate for families with kids of various ages.
   
To Game Conventions: Consider increasing your offerings for kids and families. You don’t  have to design an entire programming track along these lines, but find and promote some events ideal for young people. At the very least make sure you offer an open board gaming area with some family appropriate games to check out. Perhaps even recruit an area organization like a board game club to help promote this aspect of your convention.
   
To Gaming Enthusiasts: Get involved, volunteer for existing events, and advocate that local organizations (game stores, libraries, schools, conventions) host family gaming programs. Start with the venues you’re already using, the Friendly Local Gaming Store and local library. If you’re a parent of appropriately aged kids, establish a regular family gaming activity and find some special events to attend…even visiting a gaming store and trying out a demo game counts as a good family, game-related outings.

Tuesday, October 18, 2011

Bettering Ourselves: Gaming Academics

I’m a casual Star Trek: The Next Generation fan, so I’m aware of Jean Luc Picard’s frequent admonition that humans of his era strive to better themselves, which always strikes a chord in the idealistic recesses of my brain.

In the interest of improving myself, I’ve endeavored to acquaint myself with some of the academic-level scholarship about analog gaming. My interest emerges from two objectives I’ve informally pursued most of my professional life: designing roleplaying and board games, and introducing people to games as a popular, social form of entertainment (sometimes through educational and library venues).

I suppose this pursuit began back in 2008, when I first took note of Professor Scott Nicholson, associate professor at Syracuse University’s School of Information Studies and a very public advocate of games in libraries. Frequent Hobby Games Recce readers will recall him from several posts, including “Library Gaming Resources.” During the summer of 2008 Professor Nicholson offered a Gaming in Libraries course, 22 online video discussions plus several bonus videos from other librarians working with games. (The course videos remain available free online.) His insights on both analog and digital gaming in the library’s social setting, player interactions, and general organizational and promotional strategies inspired me to look at games more critically, beyond the sole perspectives of designer or player, and in the context of entertaining social interaction.
    
I’ve continued following Dr. Nicholson’s public work examining and promoting games, including his blog, Play Matters, about work and activities during a year-long sabbatical as a visiting faculty member at the department of Comparative Media Studies at MIT.
   
Since then I’ve been collecting a number of resources on gaming scholarship and reading them as time permits; I’ve also obtained a few hard-copy books on the subject to add to a small library of volumes about gaming.
    
What can I learn from all this, and how can I apply it as a game designer and advocate? I believe that exposing oneself to a variety of ideas and experiences helps broaden our minds and thus our approaches to different challenges. Even if I’m not interested in a particular type of game or philosophy of looking at them, such diverse perspectives might enhance or inspire my own work. Perhaps I’ll find a solution to a design problem in a current project, or explore a new strategy in developing an upcoming game. Maybe this material offers new approaches to presenting games to a broader audience at conventions, libraries, schools, and other venues. It might challenge me to re-think my stance on core issues that remain integral to my game design and advocacy objectives.
    
We have a lot to learn from each other, especially since humans are still instinctively “tribal,” staying loyal to the various groups to which they belong, whether religious, ethnic, socio-economic, or professional. We’re ego-centric creatures, and the groups to which we belong tend to remain insular and defensive of both authority and mindset.
    
So when it comes to games -- whether designing them or introducing them into a particular non-gaming venue -- every professional sub-set seems to approach gaming from their particular insular perspective without necessarily looking to other disciplines for ideas or alternate approaches. Game designers, librarians, and educators all know the advantages and pitfalls of their individual professions, but don’t always appreciate what others have done and why, or whether a particular approach might work in their own field. By examining other perspectives and remaining open-minded to different approaches, we might gain new insight into the problems we face in our particular professions. Gaming enthusiasts can also gain insight from looking at games from academic perspectives…it’s not simply a professional pursuit, but an endeavor for anyone interested in gaming and expanding their appreciation for it.
    
Like learning through play, we should always learn through living; every day should bring a new lesson or some previously unnoticed (or suddenly rediscovered) bit of knowledge to improve our lives. In the hopes of inspiring others to broaden their gaming horizons, I’ve listed a few resources I’ve investigated during my pursuit of more a more academic perspective on gaming:
    
Scott Nicholson’s Work: As mentioned earlier Professor Scott Nicholson maintains an extremely visible presence on the internet and is generous in sharing his scholarly insights and projects, primarily about gaming in libraries but also including gaming and social engagement. He’s a wealth of knowledge about games, including how games, people, and spaces (like libraries) interact. He remains on the cutting edge of gaming scholarships with his year-long sabbatical at the department of Comparative Media Studies at MIT, with his insights shared through his weekly blog posts about his activities, experiences, and newly developed materials. Don’t let his friendly façade fool you…he might focus on games and play, but he has some serious academic work going on. He and his work remain extremely approachable to non-academics and game enthusiasts. Professor Nicholson’s vast scope of online materials for self-edification include more than 70 videos about board games at Board Games With Scott; Play Matters, a weekly blog showcasing his scholarly work with games during his sabbatical at MIT’s department of Comparative Media Studies; the Library Game Lab of Syracuse, Scott’s academic exploration of gaming and libraries, including his publications on the subject and several online talks; and his 22-video online course on Gaming in Libraries, with its related publication Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages. I heartily recommend his work for any librarians or gamers seeking to volunteer at a library gaming program; his material’s also a solid critical look at how we play games.
   
Bernie DeKoven & Deep Fun: One of Professor Nicholson’s inspirations is Bernie DeKoven, a game designer, author, lecturer, and “fun theorist,” whose book The Well-Played Game is going on my Amazon Wishlist. He has inspired other game design scholars (notably Katie Salen and Eric Zimmerman, authors of the game-design textbook Rules of Play: Game Design Fundamentals…see below) and consulted on the design of toys and games, including Lego’s recent entries into the board game field. DeepFun.com is a blog that takes a light-hearted yet thoughtful look at the importance of play and fun for everyone (not just kids or gamer layabouts like myself). Deep Fun offers a source of playful inspiration and stimulating resources, including current insights on play, excerpts from his lectures, books, and CD, quotations about fun and play, and Playing for Laughs, a page of group games particularly suited to library programs and workplace workshops. His joyous philosophy emerges in both his blog entries and his approach to the games listed at Deep Fun. DeKoven encourages people to think about games not in an academic frame of mind but from a playful perspective.
   
Books About Games: I have a small yet growing library of books about games, few of which would rate at the academic level, but all of which I find essential to a general knowledge of games, their evolution, and design. Among those I’ve found most useful are R.C. Bell’s Board and Table Games from Many Civilizations, H.G. Wells’ Little Wars, Medieval Games by Salaamallah the Corpulent, a.k.a. Jeffrey A. DeLuca, Lawrence Schick’s Heroic Worlds: A History and Guide to Role-Playing Games, and Dr. Stuart Brown’s Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul. I’m currently reading Katie Salen and Eric Zimmerman’s game-design textbook Rules of Play: Game Design Fundamentals; it talks from an often abstract yet important perspective of what games should accomplish, elements to a successful game, and other aspects essential to game creation, all using examples from well-known analog and digital games. Thus far I’m finding it a kind of guide to life, if you will, outlining broad, core concepts and explaining how they work, and leaving it up to readers to apply them in their daily, practical lives. My Amazon.com wishlist has a few more titles I hope to acquire in the future (though one can’t really purchase additional time in which to read them…).
   
Library Journal: LibraryJournal.com provides a different perspective on games, examining issues like game programs at libraries, electronic access to resources, censorship, the changing role of libraries as a gathering place or “community hub” -- issues that also affect gamers in both their use of the library and the pursuit of their hobby. Aside from offering news from the world of libraries to further illustrate the challenges they face, LibraryJournal.com hosts several library-themed blogs: among the ones I find most engaging are Annoyed Librarian’s frank yet critical discussions of issues facing libraries and game industry veteran and librarian Liz Danforth’s Games, Gamers, & Gaming blog with gaming-specific insights. For those of us dealing with analog games (and in some aspects digital media as well), one theme in its article and blogs remains the role of a physical library (with space, books, staff, programs) in a swiftly evolving electronic age. It encourages us to look at the physical spaces and components for our own gaming lives (libraries, Friendly Local Gaming Stores, conventions, and other venues hosting our gaming activities) and how they might evolve given technological developments and changing political-economic conditions.
  
American Journal of Play: A quarterly, interdisciplinary journal examining the history, science, and culture of play, the American Journal of Play offers yet another perspective on issues related to gaming in articles from scholars across a wide range of specialties. The first three volumes (12 issues total) remain available free online; review the contents and abstracts online and download PDFs of individual articles that appeal to your particular interests. I have several from the most recent issue on my hard drive waiting for me to find time to read them: “Why Parents Should Stop Overprotecting Kids and Let Them Play: An Interview with Hara Estroff Marano and Lenore Skenazy,” and “Marbles and Machiavelli: The Role of Game Play in Children’s Social Development.” These might seem a bit highbrow for some, but reading current scholarship on games and play might offer a different perspective on issues related to our own gaming and game design. The Journal is one branch of an educational institution called The Strong. According to its website, “The Strong is a highly interactive, collections-based educational institution devoted to the study and exploration of play.” It includes several “play partners” in Rochester, NY, that support this mission: National Museum of Play, the International Center for the History of Electronic Games, the National Toy Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, and the American Journal of Play (all of which are worth exploring online).

Tuesday, October 4, 2011

Library Gaming Resources

Last week I opined on the subject of “Gaming in Libraries,” prattling on about my own sordid library gaming past and looking at the issues of offering games in libraries both as the focus of programming events and as circulated items (albeit as “limited circulation” items like reference materials). To follow up that discussion, I’ve pulled together some online resources for the academic and casual reader interested in bringing games to libraries.

I’m being lazy; I’ve mentioned some of these resources before in my “Gaming Ambassadors” missive here at Hobby Games Recce. Gaming in libraries is one way to serve as a Gaming Ambassador, seeking to introduce games to a new audience and advocate their continued play elsewhere. I feel it’s an important mission on several levels; it promotes the game industry; inspires learning through different, more engaging means; and encourages people to play analog games to alleviate the hectic, harried nature of their busy, plugged-in lives.

ALA Resources: The American Library Association offers two websites with strategies and resources for introducing gaming in library settings, The Librarian’s Guide to Gaming and an ALA wiki page on gaming. The former offers for general tips and best practices, though it doesn’t seem to have been updated in a while. The ALA wiki site offers more updated resources from the ALA and other relevant online and print sources. Given a library’s more public role in the community, the ALA perspective focuses on presentation, administration, and fundraising as well as the practicalities of offering gaming as a library activity, from making games available for the public to explore to drawing teens and other groups into gaming events.

Gaming in Libraries Course: Professor Scott Nicholson has helped mainstream the games in libraries movement, and the Gaming in Libraries course he developed and released online in 2008 remains the cornerstone reference on the topic (as well as the book that evolved from the course, Everyone Plays at the Library). The course remains available online for free, though it takes a while to view all 22 episodes plus the bonus material. Professor Nicholson includes digital games (primarily console games) as well as analog games in his strategies, and some classes exclusively cover electronic gaming. His insights on gaming in the library’s social setting, player interactions, and general organizational and promotional strategies serve as useful tools and inspiration.

Board Games with Scott: Professor Nicholson’s board games site, Board Games with Scott, provides video reviews of single or groups of similar games, a good way to research different games that might be better suited to a particular library event or collection. Video reviews are also great ways to examine game components without having to purchase the game itself.

National Gaming Day @ Your Library: The American Library Association established an annual day to celebrate gaming in libraries “to reconnect communities through their libraries around the educational, recreational, and social value of all types of games.” This year it falls on November 12, 2011 (it generally comes the second Saturday in November). Aside from bringing people into the library for one day of gaming, the event encourages libraries to explore offering gaming programs throughout the year.

Games, Gamers, & Gaming Blog: Librarian and longtime gaming artist Liz Danforth writes a blog for LibraryJournal.com on various aspects of gaming, especially in the library. She covers a variety of material interesting to her as both a gamer and librarian, from game reviews and interesting developments in design to gamer culture and the role of games in libraries. Danforth offers a unique perspective as a game industry and library professional.

BoardGameGeek.com: This website stands above many others as an online encyclopedic community for hobby games and a resource for libraries to peruse popular or requested games for basic information. It relies on fellow game enthusiast members to submit reviews, rank game popularity, discuss games on forums, and provide links to other resources, videos, and images of game components. Though overwhelming at first to new visitors, Boardgamegeek.com offers a wealth of resources for those playing tabletop games.

Games for Educators: This online newsletter for teachers, librarians, and parents, presents the more academic side of gaming, primarily as a teaching tool. The site runs links to interesting stories about games and education, offers a monthly newsletter, and maintains a comprehensive archive of past submissions categorized by audience (teachers, librarians, home-schoolers and parents) plus reviews and free game resources. Given its academic origins, the site offers a different perspective on bringing games into an educational venue.     

Five Board Games Every Library Should Have     

Here are five games I’d recommend each library have in its collection, both for limited circulation and events. I’m no librarian (as I have been told in no uncertain terms that without an MLS I shouldn’t even consider applying for a part-time library job); people like Professor Scott Nicholson and Liz Danforth are more qualified gaming and library scholars, and I encourage readers to immerse themselves in their contributions to the field. I’ve made these recommendations based on the games’ popularity, impact on the board game field, and distinctive play styles (many being either cooperative or indirectly competitive). They embody several characteristics of German-style board games many find appealing, including engaging themes, family friendly gameplay,  and a lack of player elimination.

The total retail cost to obtain one copy of each of these games is $173.96…less than $200; granted, this doesn’t cover the salaries of staffers willing to learn and teach these games to program participants, or the time to unbox them and sort components into acceptable reference and circulation formats; but it’s a core collection for circulation and events. One can find most of these at a discount at various online vendors; many Friendly Local Gaming Stores offer discounts to regular customers and might be willing to offer games below retail price for library gaming endeavors as a community partnership. (And The Librarian’s Guide to Gaming has some good ideas on strategies for funding game acquisition.)

Carcassonne (retail $29.99): Players pick and position tiles depicting cities, roads, monasteries, and fields, placing their people-shaped markers -- the original “meeple,” a blend of “my people” -- to claim features and territories for the highest score. It involves both spatial skills and territorial acquisition, and encourages making the best of the tiles players draw given the evolving “board” configuration and various strategies (building one’s own features, denying other players territory, etc.). Carcassonne won the Spiel des Jahres in 2001.

Forbidden Island (retail $16.99): A cooperative board game where the players, as explorers, attempt to retrieve four treasures from an island before it sinks below the ocean waves. The most affordable game of these recommendations, it serves as a fantastic example of a cooperative game in which players work together to “beat the game.” It’s much more thematically gentle than designer Matt Leacock’s other excellent cooperative game, Pandemic, which is also good but probably not appropriate for younger library users (or adults, for that matter, who might be disturbed by playing a game about global contagion). Forbidden Island is a 2010 Mensa Select winner and a nominee for the prestigious 2011 Spiel des Jahres prize.

Ra (retail $34.99): Players draw tiles and bid on sets to collect various elements of ancient Egyptian society, from agriculture and civilization to monuments and dynasties of pharaohs. German game superstar Reiner Knizia designed this classic bidding game that demonstrates the concept of indirect conflict between players with an alluring ancient Egyptian theme.

Settlers of Catan (retail $42.00): Many credit this game with introducing the Euro- or German-style board games to an American audience. Players intent on colonizing an island collect resources to build settlements, cities, and roads and become the dominant force on the island. Gameplay encourages interaction to collect sufficient resources yet fosters indirect conflict among players through territorial control. Settlers won the prestigious Spiel des Jahres prize in 1995 and an Origins Award in 1996 (among a host of other honors).

Ticket to Ride (retail $49.99): Players collect card sets to claim different railway routes across America, create links between particular destinations, and build the longest rail line. Designer Alan Moon created a game with simple core rules but elegant strategies balanced between hoarding resources and claiming routes before competitors. Although the board depicts a map of American, it encourages participants to have a serviceable knowledge of geography. A host of similarly themed sequels and supplements exist for various geographical regions, including Europe, the Nordic countries, Switzerland, Asia, and India. Ticket to Ride won the prestigious Spiel des Jahres award in 2004 and the Diana Jones Award for Excellence in Gaming in 2005.

Tuesday, September 27, 2011

Gaming in Libraries

Gaming in libraries has come a long way since the “Dawn of Roleplaying” (otherwise known as “The Early Eighties”), when the media focused on Dungeons & Dragons and portrayed the hobby as the realm of misfits, geeks, and sociopaths.

Even then libraries were among the first to provide a public meeting place for gamers, especially when gaming was relegated to kitchen tables instead of gaming tables in forward-thinking hobby and game stores. I often regret not getting into D&D until the end of my time in junior high, since the school’s activity program offered a D&D club that used a library meeting room for games once a week (though in later years it was the focus of controversy about D&D in schools). Like many other kids, I didn’t quite know what D&D was all about; my ignorance and the social stigma associated with D&D kept me away from pursuing the hobby in public.

In high school I fully engaged my geeky game hobby and overcame some of that social stigma (I have no recollection of any D&D club there…); but the high school library, even its quiet group study area, did not welcome games. I’d designed a rudimentary roleplaying game of my own (a bit simpler than D&D for the uninitiated I sought to recruit to the hobby) and I enjoyed developing simplistic board games we tested in the library’s small group study area…and we were promptly kicked out by the British librarian for “gambling” because our game used dice (a cultural nuance I more fully appreciated later in life). We adjourned to the cafeteria, a social gathering place for students during free periods outside of lunchtime.

I recall the high school library had two boxed war games I somehow found combing the card catalogs (now relics of ancient information technology); both had the small bits like dice and counters removed, with no notation as to where one could find them for reference or play. Books about games or game design did not exist in the library’s collection.

The town library was somewhat more open to Dungeons & Dragons; it hosted a summer program for pre-teens and teens, organized by the two established gaming geeks who, despite their snobbish attitude toward other people running D&D “their” way, somehow convinced the library to let them organize the program and let other dungeon masters run games. My involvement was an interesting exercise in hosting game events in a more public venue with complete strangers (rather than around my dining room table with friends).   

Libraries Today

Since then libraries, especially public ones, have shifted their focus; they no longer exist as repositories for books to lend, but as community hubs offering a vast array of services and experiences. Libraries have adapted to mainstream media: while they still hold collections of books and magazines, many now acquire and circulate music CDs, film DVDs, and some even digital games. They offer experiences based on their collections: book discussion groups, story times, summer reading programs, writers’ groups, opportunities to explore new careers and apply for jobs online, lectures and performances, book sales, and workshops on topics from doing taxes and navigating the internet to writing grants and researching genealogy.

Gaming has also found its way into the public library experience through gaming programs for teens, adults, and seniors. According to a 2006-2007 survey by Professor Scott Nicholson -- noted library science scholar at the Syracuse University School of Information Studies and the Library Game Lab of Syracuse and one of several prominent voices in a growing gaming in libraries movement -- in 2007 only 35% of 404 libraries participating in the survey used board and card games in library game programs, compared with 64% using console games in such programs (and only 9% of libraries actually circulated board and card games). No doubt these statistics have changed over the years since Professor Nicholson conducted his survey, and I’ll assume that these numbers have increased slightly given the efforts of those advocating games in libraries, the growing popularity of high-quality board games, and libraries’ efforts to evolve their roles in a changing world.

Many libraries involve traditional games with educational applications, like Scrabble, backgammon, and chess; but more are exploring the growing analog board game field. (Many also offer digital games, especially ones with physical interaction that are particularly good at keeping seniors active). I’m within about an hour’s drive to several public library systems; a casual survey among them shows weekly Scrabble meets (for both youth and adults), monthly teen gaming programs hosting both analog and digital games, and even occasional board game events exclusively for adults. Lately I’ve volunteered to host games (Pirateer and Forbidden Island) at the local library’s monthly teen gaming events; of the average 20-25 teens who attend (a good showing), a handful try the digital games offered, while everyone engages in the analog board and minis games.

Game events provide teens with a safe environment with an activity focus, whether analog or digital games, where they can find a temporary respite from the constant pressures of teenage life (including the constant issues of bullying, gangs, suicide, and abuse). Similar programs also give seniors an opportunity to socialize and exercise their mental faculties, and other adults the chance to enjoy new experience and check out family gaming options.

But how can libraries move games beyond the occasional programming event and into the more mainstream collection for circulation? Some might argue that games, as a form of “entertainment,” don’t belong in a public library; but with CDs and DVDs and fiction available in public stacks, that argument falls short. Finding diversions at the library remains a valid use of its resources, especially when it can offer opportunities to learn and broaden one’s horizons. The library enables patrons to more closely examine materials they could potentially purchase for their permanent home use. This applies especially to CDs, DVDs, video games, magazines, and games. Making analog games available at the library encourages subsequent game purchase and further repeat play, not only at home but at library programs, further reinforcing the library’s role as a community hub.

Games offer some practical challenges in the context of the library’s usual lending paradigm. Books, CDs, DVDs, and digital games have few components; analog games have many components in the box that, if lost, often render the game unplayable. I’m no librarian (as I have been told in no uncertain terms that without an MLS I shouldn’t even consider applying for a part-time library job); but from what I’ve seen and read, perhaps the best method might involve treating a library game collection like reference works: lending them within the library only -- not for outside circulation -- and providing a welcoming environment in which to read and play them (a meeting room or other area for group study where more vocal interaction is acceptable). In some cases libraries separate the more fiddly game components into separate, re-sealable bags, allowing patrons to examine the box, rules, and board before checking out the game components for in-library use.

Game stores sometimes employ similar “limited circulation” models. Many keep opened store copies available to borrow, unbox, examine, and play in the gaming area (which also provides a generally welcoming atmosphere that encourages people to try new things and talk about games, much like a gaming “community hub”). On a recent visit to my Friendly Local Gaming Store, the owner found an opportunity to explain to me the store’s board game loan policy (one I wish she’d posted somewhere so more folks might take advantage of it): patrons can “check out” a game with a $5 deposit, redeemable toward the price of the game should they eventually purchase it. Both models show that, with a little respect and responsibility, board games can enter limited circulation to the public.

I’m sure I’m missing some of the more nuanced arguments about various “Gaming in Libraries” issues: whether games belong there, how to integrate them into programming and circulated collections, how to find funding to acquire relevant games, creating an acquisition rationale for building a collection. I’ve not yet had a chance to read some of the more academic literature on the subject (Professor Nicholson’s Everyone Plays at the Library is out of stock at Amazon.com…), but I know forward-thinking librarians out there are dealing with the issues of expanding their role and relevance in the community, and I like to think gaming plays some part in that.