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HISTORY TOOLS AND RESOURCES BEST PRACTICES CALENDAR

 

Jami Schwarzwalder, librarian"Circulating DS consoles has allowed us to serve new populations that we weren't always reaching before without adding much work to our daily routine."

 
~Jami Schwarzwalder,
South Hill Branch, Pierce County Library System
South Hill, WA
 

 

Circulating DS Handhelds in-house

South Hill Branch, Pierce County Library System

Pierce County Library System serves a population of 773,165 with 17 branches: 8 are small buildings that serve previously rural communities, 6 are large branches in thriving communities, and 3 are medium sized branches located in growing communities. DS systems are available for checkout at two large size branches and one medium sized branch.

Currently, only the large and medium branches have full time librarians; they visit the small branches about once a week to weed, to connect with staff, and to facilitate service to the small branches. There are only two teen librarians in the system, and the focus on service to teens has been anime and gaming. Gaming is something the small branches wanted to offer to their teens, but the system didn't have the staff to run a program.

Black DS   Schwarzwalder proposed purchasing DS kits that a youth services librarian could take to the small branch while they weed, These could be checked out by teens while that librarian is present. Administration approved a pilot program at the South Hill Branch.

 

Providing the Service

At a medium branch, the Teen Council members did not feel included in the gaming programs that were happening at that branch because most of them did not have gaming equipment at home and were embarrassed to participate in front of their peers without knowing how to play.

With input from Jami Schwarzwalder, Teen Services Librarian and founder of the (fictional!) Mario Brothers Memorial Public Library, the branch ordered two Nintendo DS handhelds and a few games selected from the teens’ and Schwarzwalder's suggestions. Schwarzwalder then proposed a slightly larger project for the suburban South Hill Branch that purchased three Nintendo DS handhelds and a half-dozen games intended for use by all patrons.

The project described below is mostly about the games at the South Hill branch, where Schwarzwalder is more directly involved.

The reference staff are the stewards of the equipment. The ultimate goal was to have the equipment cataloged. However, after purchasing the items from the local Game Stop, the equipment was just sitting around, so the library decided to find a temporary solution to circulating without barcodes.

red shoe   While waiting for the equipment to be added to the system, staff set up a clipboard with a signout sheet and exchanged a shoe (to ensure the items would be returned) for a DS handheld and games.

There was much debate about what to hold onto. Library cards may not be important enough for the patron to care if it was left behind. Most teens and tweens don't have a physical ID or driver's license, plus staff didn't want the responsibility of possibly losing such an important document. Staff determined that many teens might not care if they left a backpack behind, so shoe was the most meaningful option. Staff took shoes from everyone, adults to children, and equipped the reference desk with Lysol spray, Febreze and eventually plastic boxes to store the shoes in while a DS was checked out.

Thanks to a great cataloger, the consoles are cataloged and most of the games are in the system. All a person needs is a library card to check out the games, and if they do not return the DS after two hours a $250 fine is charged to their account, although most gamers do not check the system and games out for that long. The DS may not be renewed for an additional two hours within one day, but borrowers can exchange as many games as they want during the two-hour loan period. Patrons are allowed only one hour of computer use per day, so they are used to having a daily limit. Gaming programs do not count towards two hours of daily use, and often the teens will check out the handhelds after the program.

Teens playing with a DS   After Schwarzwalder showed teens how to use the Download Play option, the teens played together, and now pull out their own DS handhelds to play with the ones staff bring in.

There have not been any problems with the games or handhelds being returned. The stylus used to write/tap the DS screen is a very small piece that could easily be lost, so extras were purchased along with a clear plastic screen protector, which were placed on the DS handhelds before checkout began.

 

Storage

The DS handhelds are stored in a drawer at the reference desk, plugged into a surge protector so that while in the drawer, they can charge. Although the chargers could circulate with a DS if the battery runs low, there has never been a need to do it.

The games are stored in another drawer at the reference desk in their original containers. Games are labeled with a black Sharpie pen with the initials of the branch on the back of the game cartridge and the back of the DS. Barcodes are attached to the back of the DS and on the Game case. Game cases are held at the reference desk when a game is checked out.


Marketing

The library hasn't posted any signs to tell patrons the DS or DS games are available. Once all of the games are cataloged, they will be advertised. The DS consoles were debuted at a gaming program, and about once a month, Schwarzwalder checks all the games and consoles out to herself to make them available in the program. Games are also marketed to teens/tweens who look bored while sitting in the library.

 

Collection Policy

Schwarzwalder looked at what the teens were currently playing/using and asked them whether they would like the games intended for purchase (i.e. Japanese Word Coach). The goal was a collection of games that were diverse and multiplayer--multiplayer that didn't require the use of an additional cartridge. Games selected are rated "E for Everyone." For more about game ratings, please visit the Entertainment Software Ratings Board website.

"I've noticed that when you let your teens select all of you materials whether books, videogames, or even anime they only select what they want," notes Schwarzwalder, "and it can sometimes prevent new users from finding the collection accessible, because they aren't interested in any of the choices. Using the skills learned in library school about creating a balanced collection, Schwarzwalder makes most of the decisions with input from the teens; not necessarily what they want specifically, but by letting them advise on genre and type.

To allow the teens to also have ownership of the games the Friends promised that in exchange for helping set up their annual booksale, they would allow the teens to select a game or two.

Jump Ultimate Stars cover   Three teens helped out and the regular gaming group selected two “T for Teens rated” titles: The World Ends With You (Square Enix, 2008), an action role-playing game, and Jump Ultimate Stars, an action fighting game that is only available directly from Japan. A few teens had it already, having purchased it from an anime convention.

Jump Ultimate Starsgame is completely in Japanese, but because it plays like most fighting games, one doesn't have to be able to read the screen to be able to play. Schwarzwalder felt this was a great opportunity to provide teens with something they wanted and most didn't have access to. The game was ordered it from Play Asia for about $50 with shipping.

 

Lego Star Wars DS cover  

The Youth Services Librarian was given the opportunity to select a game that they felt would greatly appeal to 12 & under; their selection was Lego Star Wars.

Pokémon was originally a contender, but it doesn't have enough save slots for it to be effectivley shared. If multiple people borrowed the game, there could be ruffled feathers when Pokémon were deleted or a game was reset. It's just not a game that can be effectively played in two hours with enjoyment.

The remaining initial game selections were a puzzle game (Brain Age 2, because there are many articles released that senior citizens enjoy Brain Age), a retro game (Kirby), a racing/sports game (Mario Kart), a unique game that was probably not well known that is engaging (Cooking Mama 2), one with a strong storyline (which was a teens choice ), and a non game which would capture the interest of patrons (Japanese Word Coach).

Schwarzwalder tried to pick games that were gender neutral, and while was worried that Cooking Mama was too girlish, teen boys check it out and play it themselves just as often as the girls do.

Schwarzwalder advised on titles for the other branches. Recommendations included Mario Kart DS, Brain Age, and a fantasy game with a strong story line, like Zelda or Final Fantasy.   Mario Kart DS

With input from the teens, the medium branch purchased Tamagotchi Connection and New Super Mario Brothers, and at the suggestion of their teens, added Final Fantasy: Crystal Chronicles, Ring of Fates, Mario Kart DS and the original Brain Age. The other large branch purchased Brain Age 2 and Legend of Zelda.

 

Literacy Connections

Developing and circulating videogames promotes and adds creditability to the value of gaming and the connection to gaming and literacy. There are a variety of literacy skills (text, visual, technical, and information) that players apply while playing games. The collection was started by creating a balanced collection of games that have strengths in a variety of different literacy skills. Jump Ultimate Stars, New Super Mario Brothers, and Mario Kart DS rely heavily on visual literacy skills as a player is continually interpreting on screen data, categorizing it, and applying the necessary pieces to succeed. Games like the Brain Age and My Word Coach series not only apply reading comprehension but actively promote the continued development of traditional literacy skills. Adventure and role-playing games like the Zelda and Final Fantasy series require information literacy skills as players are seeking out, evaluating, and applying information from a variety of in-game information to move forward through the game.

One of the games the teen chose, Square Enix’s The World Ends With You, is a success mix of all three literacies. The game story is driven forward by a large amount of text and every item and ability “pin” is accompanied by a text heavy description. The text heavy story includes a number of twists and turns that require players to evaluate the information they are given and not to accept anything on face value. And the game includes a unique interface where action happens on both screens at once. Players strengthen their visual literacy through the application and management of actions and choices simultaneously on two fronts.

 

Funding: $600.00

The Friends of each branch purchased their games and DS consoles. The original budget for the branch was about $600. Schwarwalder asked in advance to order a new game every three months to keep the collection fresh, noting that when another library system bought DS handhelds and games for in-house circulation, there was just the one initial purchase. After two years with no new games there was a negative impact on check-out.

Schwarzwalder opted to go with the original DS handheld because it seemed more durable, and the new Nintendo handheld that has been announced will not support Game Boy Advance games. Backward compatibility was an important feature.

To save money, Schwartwalder purchased used DS consoles, and tested them herself to ensure they were in working order. One of the DS consoles had an issue with the touch screen not registering properly. She immediately returned it and was able to get a replacement that same day with no hassle. Games cost an average of $30.00 each.

 

Equipment: $312.43

  • Used Nintendo DS: 3@$79.00 = $237.00
  • DS Lite Write & Protect Pack: 3@$5.99 = $17.97
  • Power Strip: $12.99
  • Plastic tub: $24.99
  • Disinfectant: $8.49
  • Febreze: $10.99

Games: $169.94

  • Brain Age 2: $19.99
  • Cooking Mama 2: $29.99
  • Kirby Superstar Ultra: $29.99
  • Lego Star Wars: The Complete Saga: $19.99
  • Mario Kart DS: $39.99
  • My Japanese Coach: $29.99
  • Shonen Jump Ultimate Stars
  • The World Ends With You

 

Impact

Total circulation figures are not available; since the games have been cataloged into the branch, they have circulated a total of 47 times:
Brain Age 2 - 5 times
Cooking Mama 2 - 14 times
Kirby Superstar Ultra - 6 times
Lego Star Wars - 16 times
Mario Kart DS - 6 times

Teens are not the only ones checking out the DS handhelds and games; an elderly adult has checked out Brain Age and then Mario Kart for the maximum 2 hours, and a few 10, 11, and 12 year olds (who cannot join the teen program because of their age) check out the equipment frequently. While few regular teens check out the equipment, the ones that do love it, and the other teens that have their own DS handhelds and games that they have now taken to sitting in the teen area and playing during the day. Most of the teens have PlayStation Portables (PSPs) that they use for personal storage devices and gaming, and have asked if the branch will get PSP games in the future.

Resources

For more information, please contact Jami Schwartwalder at jami.schwarzwalder@gmail.com.

Entertainment Software Ratings Board.ESRB, 2009. www.esrb.org. February 20, 2009.

DS at Nintendo. Nintendo, 2009.www.nintendo.com/ds. February 20, 2009.

Mario Brothers Memorial Public Library. www.mbmpl.org. February 24, 2009.
Fictionalized site for a videogame library. Includes collection development policy and core collection.

Play-Asia. www.play-asia.com. February 20, 2009.
Resource for ordering games only available in Asia.

 



HISTORY TOOLS AND RESOURCES BEST PRACTICES
  That Was Then: A brief history of gaming in libraries.

This Is Now:
A snapshot of gaming in libraries today.


 

Talking Points: Connecting games & literacy.

Evaluation:
Tools to measure your success.


  First Steps:
Easy, low-cost models for beginners

Next Steps:
Models large in scope and scale.

Gaming @ your library is an initiative of the American Library Association.
This initiative is generously funded by the Verizon Foundation