This slide is a draft title of Elizabeth Lane Lawley‘s closing session.
Social Computing and the Information Professional
Michael Stephensâ€™ tight jeans in Second Life were mentioned explicitly in the keynote.
Games are not just about computer games.
OOF! – Reverse scavenger hunt – Your team must go and gather 10 items, you come back, and then you get the list of things to find. Each team must justify how the items they collected relate to the items on the list. For example, one team had to prove how a plastic bag is a renewable energy source.
Games are a powerful way to build an emotional connection.
Elizabeth Lane Lawley talks about another game, called Werewolf. [When I was in college we called it Mafia.]
[I do not think we use enough games in instruction and training. Are there ways that we can integrate more game play into our instruction sessions?]
An example of libraries using games? PLCMC Learning 2.0 training program
What are the incentives for people? [People need incentives to learn, even if the incentive is a paper due tomorrow.]
Games are about the experience. What is the experience we are creating for our users?
Gaming will change the way people use your tools.
Elizabeth has some concerns about Second Life – It is not a game. There are no rules. It is an interesting starting point and the movement of library experimentation is good. Her kids can not go to look at it because of the age restrictions and adult content. You need a credit card to set up an account. Freshman in college who are 17 would not be able to attend class in SL. Second Life is like AOL. [I thought that was a very telling metaphor. AOL is the devil.] The first five minutes of any game are very important and most games have the new user tutorial built in to the experience. Second Life has no such tutorial.
Currently, Elizabeth is working on setting up a wiki for people in guilds of different games. [Very cool.]