INTRODUCTION

THE VIDEO GAMING SUBCULTURE
Subculture is “a subset of an organization’s members that identify themselves as a distinct group within the organization and routinely take action on the basis of their unique collective understanding” (Hatch and Cunliffe 2006). Gaming is considered a subculture in that they “create meanings through their interpretations of utterances [jargon], stories, rituals, symbols, actions, [and] interactions” (Hatch and Cunliffe 2006). Gamers share a common interest in gaming and sharing their sensemaking with one another.
The popularity of gaming has made some games and consoles household names. The market offers hand-held consoles like PSP and Nintendo DS. The stand-alone consoles include Xbox 360 from Microsoft, Sony's Playstation3, and the Nintendo Wii. Phones and PDA's have games on them too.
In previous years, stereotypical “gamers” were male, antisocial, and removed from society and the “normal” interests of their peers. The common perception of video gaming secluded these men in a dark room in front of glowing screens for hours on end trying to beat the next level in their game(s).
However, there is Web 2.0 and Library 2.0 and, in a sense, there is also Gaming 2.0 which boasts better technology. With better technology come faster connection speeds and larger storage spaces on computers and console systems. Gaming has become “live.” This means gamers are no longer isolated in dark rooms by themselves and can connect online with other players and compete. They are socializing digitally by chatting “live,” forming networks, trading, sharing information, and engaging on a greater scale than ever before (Wisconsin Department of Public Instruction 2008). Today’s image of a video gamer is tech-savvy, mid-thirties, still mainly male (but increasingly female), and highly social.
A LOOK AT VIDEO GAMES

Yet, these same games offer gamers a chance to network and socialize with people from all over the world and develop understanding of one another’s culture. “There is significant evidence suggesting that enhanced problem-solving skills and knowledge have become unpredicted byproducts from well-developed stories in games (Branston 2006). Any game may be positive or negative depending on your perspective.
VIDEO GAMES IN LIBRARIES
Guilderland Public Library in New York is one example of a library already circulating video games. They mentioned that in the same year they launched this initiative, their book circulation increased by twenty percent compared to the four percent per year previously (Oakley 2008).

FOR FURTHER READING
Nicholson, Scott. 2008. Reframing Gaming. American Libraries 39, no. 7: 50-51.
YALSA. 2008. Gaming. Tune In: Teen Tech Week 2008 @ Your Library. http://www.ala.org/ala/mgrps/divs/yalsa/teentechweek/ttw08/resourcesabcd/techguide_gaming.pdf (accessed November 7, 2008).
Bibliography
BBC News. 2005. South Korean Dies After Games Session. http://news.bbc.co.uk/2/hi/technology/4137782.stm.
Branston, Christy. 2006. From Game Studies to Bibliographic Gaming: Libraries Tap into the Video Game Culture. ASIS&T Bulletin April/May. http://www.asis.org/Bulletin/Apr-06/branston.html (accessed November 7, 2008).
Hatch, Mary Jo and Cunliffe, Ann L. 2006. Organization theory: modern, symbolic, and postmodern perspectives. Oxford, NY: Oxford University Press.
Oakley, Trevor. 2008. Circulating Video Games. School Library Journal 54, no. 4: 30-33.
Pham, Alex. 2008. Libraries Score with Video Games. Los Angeles Times: B-1. http://articles.latimes.com/2008/apr/17/local/me-libraries17 (accessed November 7, 2008).
Wisconsin Department of Public Instruction. 2008. Social Value of Gaming. http://dpi.wi.gov/pld/pdf/gamingsocialvalue.pdf (accessed November 7, 2008).
1 comment:
I really enjoyed reading this as it is has similar themes as the the blog I posted. Parafigms are shifting in the library profession and we see it in the gaming programs and the development of the learning commons.
Management theories are changing and
Giving into an attempt to be inclusive. It is a great thing and I believe has been a long time coming in the library and information profession.
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