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Contests, Games, and Gamification in Libraries

7:30am – 9:00am Registration and Coffee

9:00am – 9:15am Agenda and Framing of the Day

9:15am – 10:15am Stacks: an MML Near You
Morning Keynote: Terrasa Ulm, Assistant Professor of Game Design & Development, Becker College

Looking to hone the unique synergy between gaming and libraries, this talk will elaborate on tools, techniques, and inspiring projects focused on bringing the massively multiplayer library to life. The following considerations will be addressed: What does gamification mean in this context, what toolkits exist to effectively develop it, and how would such an approach benefit your library?

10:15am - 10:30am Break

10:30am – 11:45am Morning Panel: Fun and Games: Games and Gaming Events to Educate and Entertain
Panelists:
Abigail Baines, Coordinator of Digital Curriculum, Reserves & Media, University of Massachusetts
Sarah Hutton, Head, Undergraduate Teaching & Learning Services, W.E.B. Du Bois Library, University of Massachusetts
Anthony Helm, Head of Digital Media and Library Technologies, Dartmouth College
Maura Keating, Reference Librarian, Bryant University
Stephanie Carter, Assistant Director of the Academic Center for Excellence and The Writing Center, Bryant University
Laura Braunstein, Ph.D., English Language and Literature Librarian, Dartmouth College

Hear UMass Amherst librarians as they detail the success of a gaming event to entertain and draw in crowds to their library. Dartmouth College librarians will share six year of experience with their educational game about academic integrity, The Cite Is Right! A Bryant University librarian and faculty member will respond with how they have adapted Dartmouth’s game to suit the needs of their institution.

11:45am -12:45pm Lunch

12:45pm – 1:45pm Games and Gamification: Opportunities and Issues
Afternoon Keynote: Jennifer deWinter, PhD., Assistant Professor of Rhetoric and Interactive Media & Game Development, Worcester Polytechnic Institute

Games promise engagement--to play a game is to subject yourself to a rule system in order to enjoy the rewards and win conditions of play. As such, a number of universities and businesses are leveraging the strength of games to teach people content, processes, and ideologies. And because playing games is fun, players are more likely to engage for a longer time and retain information. However, with this promise of hidden training comes some serious ethical concerns--concerns originally leveraged at scientific management that address control, surveillance, and the organization of the body. Add to this the collapse of labor and leisure (sometimes games should be "just fun"), and the promises and perils of gamification are highlighted with greater contrast. This talk will discuss both why we should and shouldn't consider gamification, with examples of how to make these games for institutional use.

1:45pm – 2:45pm Afternoon Panel: Game Collections in Academic Libraries: Policies, Usage, and Development
Panelists:
Christopher Cooper, Digital Initiatives Librarian and Archivist, Southern New Hampshire University
Leslie Inglis, Public Services Librarian, Franklin Pierce University
Laura Robinson Hanlan, Research & Instruction Librarian, Worcester Polytechnic Institute

Public libraries have been collecting and lending games for many years. Now academic libraries are beginning to get in on the fun as well! Hear from academic librarians at three New England universities to learn how and why their collections were started, how they are managed and promoted, and how they are used.

2:45pm – 3:00pm Wrap-Up: Games in Your Library: Where to Next?

3:00pm End

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