Monday 19 January 2015

MineCraft


Released in 2009, Minecraft, now has 30 million users and is particularly popular with children and teenagers (Ward, 2013). This video game can be played on PC/Mac, games consoles, tablets and smart phones. Licenses range for 4.95GBP -17.95 GBP depending on the device used. The game involves building your own digital world by adding and destroying 3D blocks. It can be as simple or sophisticated as you wish which means it appeals to varying ages and abilities. Users can build in “creative” mode with limitless resources or in “survival” mode where resources are scarce and they face dangerous obstacles. These modes appeal to different personality types which perhaps contributes towards the game’s broad appeal. In both worlds users experience day and night along with seasonal changes creating a realistic virtual reality.

From playing the game, one can see how it develops skills in planning, resource allocation, visual memory and critical evaluation (Spatariu, Peach, & Bell, 2012, p. 33). I was surprised how adept my seven year old was at showing me features such as adding soft furnishings to her house. Some librarians may be nervous about introducing a game many young patrons will be more expert at than staff members. However, Bettendorf Public library in Iowa found that teens helped staff implement Minecraft events and as a result teens became more invested in the library (Hunter, May 7, 2014).

If public libraries want to successfully provide a “third space” for youths away from school and home they must familiarise themselves with online phenomenon like Minecraft (Bourke, 2010, p. 102). Teenagers are now so focused on digital activities that if libraries do not adapt they will lose these patrons (Nicholson, 2013, p. 352). Gaming also entices teens to enter the library, giving them the opportunity to see all the other resources available (Nicholson, 2013, p. 345). Minecraft is an excellent gaming selection for public libraries as it is without gender or ethnic bias and so fulfils diversity objectives (Spatariu et al., p. 40).

Libraries in the UK have been slow to invest in Minecraft mainly due to budget constraints and licensing issues. Walton Library in Surrey held a trial event in 2014 but had to ask people to donate Minecraft licenses and bring their own device where possible (Public Libraries News, 2014).

Reading of these budget constraints highlighted to me the importance of thorough research before implementing new technology in libraries. Silver Lake public library in Kansas has shared useful insights on their Minecraft activities. These include MinecraftEdu being unpopular with teens who prefer the commercial version and recommending libraries initially purchase a few servers to gauge how popular the game is before heavily investing in the program (Hough, 2013). These are issues I would not have considered before consulting their blog and so illustrate the importance of knowledge sharing. Last month’s Independent Library Report for England recommended establishing a digital network to facilitate sharing best practice stating :
"A library’s great strength – its localism – must not be allowed to become its weakness" (Sieghart, 2014, p. 6).


References
Bourke, C. (2010). Library youth spaces vs youth friendly libraries: How to make the most of what you have. Australasian Public Libraries and Information Services, 23(3), 98-102. 
Hough, B. (2013, May 21). Minecraft at the library. Techsoup For Libraries. Retrieved January 17, 2015, from
https://techsoupforlibraries.org/blog/minecraft-at-the-library
Hunter, C. (2014, May 7). The Minecraft craze at the public library. Public Libraries Online. Retrieved January 16, 2015, from http://publiclibrariesonline.org/2014/05/the-minecraft-craze-at-the-public-library/ 
Nicholson, S. (2013). Playing the past: A history of games, toys, and puzzles in North American libraries.  The Library Quarterly 83(4), 341-361 
Public Libraries News. (2014, July 25). Minecraft in public libraries. Retrieved January 17, 2015, from http://www.publiclibrariesnews.com/practitioners/promotional-techniques-and-marketing/minecraft-in-public-libraries 
Sieghart, W. (2014). Department for culture media & sport: Independent library report for England. Retrieved from UK government website: https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/388989/Independent_Library_Report-_18_December.pdf
Spatariu, A., Peach, A., & Bell, S. (2012). Enculturation of young children and technology. In S. Blake, D.L. Winsor, & L. Allen (Eds.), Technology and Young Children: Bridging the Communication-Generation Gap, (pp. 24-48). doi:10.4018/978-1-61350-059-0.ch002. 
TeamMojang. (2011, December 6). Official Minecraft trailer.[Video file]. Retrieved from https://www.youtube.com/watch?v=MmB9b5njVbA

Ward, M. (2013, September 7). Why Minecraft is more than just another video game. BBC News. Retrieved http://www.bbc.co.uk/news/magazine-23572742

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