The emergence of digital resources has impacted the services and technologies of libraries, with developments continuously moving libraries forward into the digital age (Jain, 2019, p. 21-22). Librarians have faced this change, with children’s departments at the forefront of this movement (Manuell, 2020, p. 16).
To comprehend the emergence of digital material, the journal article “Expressing youth voice through video games and coding” by Crystle Martin will be analysed (2017).
(University of Technology Sydney Library, 2018)
Analysis of Article
The article explores the idea that video games can increase a sense of identity for youth, benefiting their understanding of their own “voice”, which allows youth to express their identity through interest driven activities (Martin, 2017, p. 52).
To understand if there is basis to the idea that library programs which feature video games improve the identity and voice, Martin undertook a study in which 22 participants played the massively multiplayer online game World of Warcraft (WoW) cooperatively in face to face sessions over two years (Martin, 2017, p. 53). The participants of this study were young adults ranging from 12 to 18, “many of whom were struggling in school” (Martin, 2017, p. 53). This game was selected as it allowed these individuals to choose their own play styles, social behaviours and undertake leadership in the “guild” (Martin, 2017, p. 52).
The results of this study were positive, with participants gaining improvements in identity. This is shown in the case of “Noel”, who began to act by modifying his school curriculum to better suit his strengths and weaknesses, with strengths including ICT use being incorporated into his studies (Martin, 2017, p. 53). The skills of identity and taking control of one’s voice taught throughout the video game program allowed “Noel” to take control and use his strengths to better himself.
This study also uncovered the improved social skills of the participants. The leadership qualities and supportive interactions needed to succeed in WoW were shown to translate into other parts of the participants lives (Martin, 2017, p. 55). WoW allowed “Neil”, who was described as “isolated” the chance to take on roles in which leadership and communication was vital. These traits were translated into “Neil’s” life outside the game in more traditional social environments (Martin, 2017, p. 56).
What Did I Learn?
This article highlighted new ideas which had not been previously covered through my professional development or professional practice. The idea that the character which a user plays can instil positive traits and a sense of identity is an intriguing concept which should be implemented by information professionals to increase the sense of identity and positive skills such as leadership to youth.
This article highlighted reasons why I should incorporate video games into services for youth. Although librarians already know that video games attract young adults to libraries, with librarians noting “the computer area was crowded with teenage boys” to play “RuneScape” in 2007, programs are not often based around them (Osborne, 2007, p. 120). As I now know the attractiveness of video games to youth and the benefits it can have on their sense of identity, programs such as the one shown in Martin’s study should be ran in the library. Programs where youth are working cooperatively in face to face sessions to achieve goals in online games can improve their skills and identity which can impact their life past the game.
References
Jain, S. J. (2019). Innovative librarianship: A foresight on technology, practice and services. Dominant Publishers & Distributors Pvt Ltd. https://www.researchgate.net/publication/342493464_Emerging_Technology_Trends_for_Libraries_in_Digital_Age
Manuell, R. (2020). Module 3- Meeting the needs of various community groups [Modules]. Interact2. https://interact2.csu.edu.au/webapps/blackboard/execute/displayLearningUnit?course_id=_49776_1&content_id=_3997954_1
Martin, C. (2017). Expressing youth voice through video games and coding. Knowledge Quest, 45(4), 50-57. https://www-proquest-com.ezproxy.csu.edu.au/docview/1875070049/abstract/17F17013F34048A4PQ/1?accountid=10344
Osborne, V. (2007). ‘Engaging kids where kids are at’: The eltham library “Runescape” gaming project. Public Library Quarterly, 26(3-4), 119-127. https://doi.org/10.1300/j118v26n03_07
University of Technology Sydney Library. (2018). Have you visited the games room yet? https://www.lib.uts.edu.au/comment/4324