Minecraft and Libraries

INF330 | Professional Development – Emerging Technologies

Introduction
Games have come to fit a societal need amongst libraries through their technologically advanced mechanics and design (American Library Association, 2020). As libraries have a mission to provide cultural, recreational, educational, informational, and entertaining materials and services. Consequently, when gaming activities are available, they are positive community building services that are successful in engaging youth and fulfilling library values. For example, Minecraft an open-world 2011 survival game has proven to be highly successful for library programs, as it generates social inclusion amongst players and learners alike (Williams, 2016).

Description of the Task
For this professional development task, I chose to learn a game intended for all age groups. The game I chose was Minecraft a digital interactive playground that encourages problem solving creativity and even survival. However, Minecraft took the world by storm through its ability to craft anything complex and form an envisioned world alone or with friends (Gilbert, 2017).  My experience also highlighted the interactive learning opportunities that games as a learning platform provide. Overall, I discovered that Minecraft encourages experimentation, iteration, and patience for growth (Darvasi, 2014).

What Did I learn?
Games like Minecraft promote technology exploration, survival skills and creativity. Minecraft encourages adventure and refuses to lead the player along a linear path but encourages them to create their own journey through trial and error. Additionally, Minecraft encourages the love of learning through its crafting mechanic, a main function in the game that requires players to read through guidebooks or experiment, further encouraging the love of learning and discovery (Gilbert, 2017). Minecraft has shown me the potential for gaming amongst library services as many of their mechanics and idealized values align with library goals (Cilauro, 2015).

How was the activity relevant?
The video game Minecraft has proved to be a highly successful game for hosting library programs as it generates collaboration and social inclusion amongst players. One example is ‘Minecraft Day’ hosted by North Melbourne’s library, the event was created after the library identified the lack of programs for young people, and asked a cohort of six regular young library patrons and gaming enthusiasts to develop and design a Minecraft gaming day that came to be a massive hit success amongst patrons and librarians alike (Cilauro, 2015). To conclude, this task was an excellent opportunity to discover tactics for encouraging youth program participation and interest amongst library provisions, as teens require constant stimulation and engaging new programs that encourage interactivity and play (Shay, 2016).

Moving forward
Gaming has an important role to play in pop culture and will for the foreseeable future, consequently libraries have an opportunity to utilize the technology to encourage youth participation in library services (Jensen, 2019). For example, libraries could host more gaming related events, make considerations in policies and budges, and consider creating spaces for gaming enthusiast to enjoy and collaborate. Furthermore, libraries can also focus on utilizing gaming in the context of learning and crafting (Swiatek & Gorsse, 2016). This type of implementation will undoubtedly generate interest amongst youth and increase inclusivity and attraction towards libraries.

References
American Library Association. (2020). Games in libraries obstacles and challenges. American Library Association https://games.ala.org/games-in-libraries/

Cilauro, R. (2015). Community building through a public library Minecraft gaming day. The Australian Library Journal, 64(2). 87-93. doi: 10.1080/00049670.2015.1015209

Darvasi, P. (2014). How to transform the odyssey into an epic game in alternate reality. KQED. https://www.kqed.org/mindshift/37884/how-students-can-channel-the-odyssey-into-an-alternate-reality-epic

Gilbert, B. (2017). Why Minecraft is the most popular game in the world. Business Insider. https://www.businessinsider.com.au/minecraft-explained-2017-2?r=US&IR=T

Shay, C. (2011). The twilight zone: Bringing youth into libraries. Australasian Public Libraries and Information Services, 24(1), 42-46.

Swiatek, C., & Gorsse, M. (2016). Playing games at the library seriously. Liber Quarterly. https://www.liberquarterly.eu/articles/10.18352/lq.10161/

Williams, P. (2016). I s Minecraft good or bad for kids. Citizen Times. https://www.citizen-times.com/story/life/family/2016/01/02/minecraft-good-bad-kids/77458724/

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