Sunday, November 20, 2011

Library Drama: Forget the Books, Give Me Video Games


The value of the college library has significantly declined over the years. Libraries were once recognized as the cornerstone of the institution. Today libraries fight to prove that they still serve as a useful resource for today’s college students. Many of our class discussions have resulted in a debate on whether or not libraries are necessary and if students can get the same benefit by utilizing on-line resources. Throughout the debate it was determined that institutions are reducing costs by relying on electronic text and journal articles instead of traditional books. What if I told you that libraries are using their savings to bring gaming centers and video games to campus? Yes, college libraries are creating gaming space for students to play, rent, and learn the history of gaming.

An article in The Chronicle of Higher Education highlights multiple universities around the world who are “adapting to the needs of students” by introducing gaming centers in the library. The University of Calgary will soon open the doors to the Taylor Family Digital Library which will house a retro gaming space. The project cost the institution $175 million dollars to build. Likewise, the University of Michigan forked over $20, 000 to enhance its archive of video games. Author Ben Wieder highlights many professors who believe that the historical contexts of video games should be known by all students who are seeking a degree in media relations.

As you might imagine, libraries have been met by a fair share of resistance. In 2009 Miami University was suffering from budget cuts which resulted in the library losing 15 staff members. Today you will find the university “rolling out 42-inch plasma screens and Xboxes.” The new additions didn’t necessarily go over well with faculty. What’s the solution? Ms. Santucci, the colleges assistant dean for instruction and emerging technologies, reports that she makes sure not to bring out new equipment “too soon after cuts are announced.” I sure would hate to be one of the staff members who was let go due to budget cuts only to find a library full of brand new flat screen televisions and gaming consoles.

I am a big fan of video games and I trust that students can learn meaningful lessons while playing. The hardcore gamers are increasingly becoming more critical of video game producers. They demand that the characters and scenes in games are consistent with the events that have taken place throughout our history. However, I have a hard time understanding the motivation to bring gaming to the library. I trust that any and all gaming can be carried out within the confines of the student’s residences. I find it appalling that library personnel are losing their jobs in order for institutions to bring the latest, greatest games and consoles to campus. I feel that this article serves as a symbol of the efforts libraries are making to stay relevant on today’s college campuses. If gaming centers are the answers, I believe the presence of libraries on college campuses looks grim.

1 comment:

  1. I sincerely hope that the institutions in this case were not simply swapping out employees for flatscreens. I would also find that appalling, Aaron!

    From the non-videogamer side of the coin, I have a hard time seeing the educational benefit of video games, especially in a library context. I consider video games recreational. Similarly to other hobbies, they are employed to be fun, and they offer a break from the educational portion of many college student lives. I don't know of many gamers who have put down their controller to take notes on the geography within their games. In the rare cases this may happen, how many games out of the "war" genre offer much historical or educational benefit at all? Maybe some, if you go back to Leap Frog!

    Additionally, where are these "centers" placed within the library? As stated, I don't partake in video games, but I have watched quite a few of my friends play. This usually isn't a quiet affair. There's yelling, cursing, celebrating, and trash talking...yes, even when they are along at times! To me, this would create an image of students trying to study walking out of the library, while those not wanting to study start walking in.

    All in all, I don't support the idea of placing gaming centers in university libraries, or on campus at all. I truly do understand the benefits of drawing attention and attraction to potential students, but when these "campaigns" are costing the university $175 million, I see far more developmentally, educationally, and healthy ways we can spend such funds on campus.

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