[game_edu] Readings, Libraries & Copyright...from the librarian
Clara Fernandez
telmah at mit.edu
Thu Sep 24 10:53:21 EDT 2009
Thanks for your advice, Brenda,
BTW, there's a typo in the volume/issue given in your reference.
The correct reference is Kane, D., Soehner, D., & Wei W., 2007. Building a
Collection of Video Games in Support of a Newly Created Degree Program at
the University of California, Santa Cruz. *Science & Technology Libraries*,*Vol
** 27, Issue 4,* 77-87.
Clara
2009/9/23 Brena Smith <brena.smith at gmail.com>
> I just now zoned in on the topic of this thread - I'm a librarian and I
> subscribe to a number of library-related listservs, copyright comes up a lot
> and I tend to breeze over those. Then I realized it was coming from
> game_edu, so I thought I might be able to offer a little bit of advice
> here.
>
> First, if you haven't done so already, talk to a librarian on your campus -
> if there is a film librarian, talk to that person. There are a
> number of copyright issues related to films and libraries and these tend to
> be similar to copyright issues for games. You should also tell this person
> about the Steam licensing.
>
> I looked at your original post and it looks like there are several issues
> you are asking about (please correct me if I'm wrong on any of these 3
> points). 1) You would like to make a "reading list" or "to play list" of
> games available to your students? Shouldn't be any copyright issues there.
> That's a list you can hand out to your students or make available on your
> course website. It's no different than providing a bibliography of textual
> works.
>
> 2) Making games available on reserve in the library. Generally speaking, I
> don't think there are copyright issues, but you do have a console issue.
> How long would you let them be checked out for? Are you going to provide
> the consoles to the library?
>
> 3) You are interested in establishing a game collection within the
> library. This can be a little trickier. For example, a copy of a movie on
> DVD may cost $20 to a consumer. But institutional copies may be $100 - to
> cover copyright/royalty costs because they assume the movie will be shown to
> groups and multiple times. Same thing goes for institutional subscriptions
> to journals - an individual subscription may be $100; institutional $500
> (yes, it's that much more and I'm being conservative...please go worship
> your campus library for paying for all of those journals...but I digress).
> In can get really expensive really fast. I'm sure I don't need to tell any
> of you how bad the economy is hitting educational institutions - and
> academic libraries are getting hit very hard. Most are not going to be able
> to maintain current subscriptions, their collections budgets are getting
> slashed...but I'm sure many of you know this. It might not be the best time
> to try to build a new collection.
>
> That said, a few libraries have begun building game collections. The two
> most notable that I know about are UC Santa Cruz and University of
> Illinois, Urbana Champaign. In fact, UIUC has developed a whole portion of
> their site to the collection
> http://www.library.illinois.edu/gaming/index.html UCSC relied heavily on
> donations from Sony, which took are of the copyright issues. They wrote an
> article about building the collection if you are interested, here's the
> citation:
>
>
> Kane, D., Soehner, D., & Wei W., 2007. Building a Collection of Video
> Games in Support of a Newly Created Degree Program at the University of
> California, Santa Cruz. *Science & Technology Libraries*, 24, 77-87.
>
> I hope this info helps somewhat. Copyright is a nasty, nasty beast for
> libraries and its users! Please let me know if you have any more questions.
>
> Best,
> Brena
>
>
> On Wed, Sep 23, 2009 at 5:57 PM, Malcolm Ryan <malcolmr at cse.unsw.edu.au>wrote:
>
>> On the issue of licensing, I discovered that Steam offers a special
>> "CyberCafe" license [1] that gives access to "100 games". This may be an
>> option for universities if they want to run a games lab. I have contacted
>> them about educational pricing, but haven't heard anything yet.
>>
>> As for the games I use, I structure my course around MDA and the 8 kinds
>> of fun [2]. My list of examples changes from year to year, but this year
>> I've used:
>>
>> Bartok (card game)
>> - A simple modifiable game to illustrate MDA
>>
>> Trogdor
>> - To analyse mechanics, dynamics and aesthetics
>>
>> Braid
>> - Discovery: For the elegantly crafted training levels
>> - Sensation: the atypical choices of art and music
>>
>> AudioSurf
>> - Drama: pacing and a dramatic arc
>>
>> The Path
>> - Fantasy: Creating fantasy through atmosphere and indirect
>> storytelling.
>> - Discovery: An open world with many paths to 'victory'.
>>
>> Fahrenheit/Indigo Prophecy
>> - Storytelling: Changing avatars creates dissonance as the player's
>> loyalties shift
>> - Storytelling: The opening scene puts the player in media res.
>>
>> Mafia (round-table game)
>> - Fellowship: Mixture of cooperation and competition.
>>
>> Zen bound
>> - Sensation/Ritual: Slow meditative pacing with art and music to match.
>>
>> Everyday shooter
>> - Sensation: The game is as much about interactive colour + music as it
>> is about challenge.
>>
>> Galatea/Aisle/Facade
>> - Fantasy: Storytelling with many endings. Dialogue systems.
>>
>> Fallout 3
>> - Self expression: Character creation and growth. (I could do with a
>> shorter game to illustrate this but most RPGs tend to be long).
>>
>> Crayon Physics
>> - Self expression: Not just about finding a solution, but building the
>> 'coolest' solution.
>>
>> World of goo
>> - Sensation: A consistent theme and an interface that makes the 'goo'
>> feel almost tactile.
>>
>> Once Upon a Time (card game)
>> - Fanstasy/Self Expression: A 'story-making' game that facilitates the
>> players to tell their own story.
>>
>> [1] https://cafe.steampowered.com/
>> [2] http://8kindsoffun.com/
>>
>> On 23/09/2009, at 1:26 PM, pawlicki at cs.rochester.edu wrote:
>>
>>
>>>
>>> Even if the list were 100 long it should be annotated to the point of
>>> why it makes the list - what it exemplifies. In this way, someone
>>> with specific course goals could select from the list.
>>>
>>> Haha... "standard"... good one. :-)
>>>>
>>>> There have been numerous "must-play" lists. Whenever I try to make one
>>>> of
>>>> my own, I can never seem to narrow it down below 30 or so.
>>>>
>>>> I think a lot depends on your goals. If it is just a matter of "game
>>>> literacy" -- that is, playing at least one canonical game in each major
>>>> genre, playing all the games that are well-known, and so on, then you
>>>> will
>>>> come up with a very different list than if you are looking for games
>>>> that
>>>> offered technical innovation for its time, which in turn is different
>>>> from
>>>> a list of games that were pioneering new forms of design or unique
>>>> visual
>>>> art styles or even games that were failures in notable ways.
>>>>
>>>> Rather than trying to cram all of these into a single class, it might be
>>>> better to spread it across the entire curriculum. Provide exposure to a
>>>> few games at a time as they tie in to the content of any given course,
>>>> and
>>>> make sure the sum total of classes gives students exposure to all the
>>>> games you'd consider "must-play". Sure, you can have a "Game
>>>> Appreciation"
>>>> course that covers a lot of games, but I'm not sure you could fit
>>>> everything into 10 or 12 weeks... nor would you want to (else you run
>>>> the
>>>> danger of students thinking that all the games in that class aren't
>>>> relevant to their other coursework, since it's all too self-contained).
>>>>
>>>> - Ian
>>>>
>>>>
>>>>
>>>>
>>>> ________________________________
>>>> From: "pawlicki at cs.rochester.edu" <pawlicki at cs.rochester.edu>
>>>> To: IGDA Game Education Listserv <game_edu at igda.org>
>>>> Sent: Tuesday, September 22, 2009 1:17:48 PM
>>>> Subject: Re: [game_edu] Readings, Libraries & Copyright
>>>>
>>>>
>>>> Malcolm,
>>>>
>>>> I would be interested in your list.
>>>>
>>>> Assuming that a semester is about 12 weeks or so, do we have
>>>> a "standard repertoire" of the top 10 games that all
>>>> students should have played and critically examined?
>>>>
>>>> Ted
>>>>
>>>>
>>>> Thaddeus F. Pawlicki, Ph.D.
>>>> Undergraduate Program Director
>>>> Computer Science Dept. (585) 275-4198
>>>> University of Rochester FAX (585) 273-4556
>>>> Rochester, NY 14627-0226 pawlicki at cs.rochester.edu
>>>> http://www.cs.rochester.edu/u/pawlicki/
>>>>
>>>>
>>>> ''One of the most difficult tasks men can perform, however much others
>>>> may
>>>> despise it, is the invention of good games and it cannot be done by men
>>>> out
>>>> of touch with their instinctive selves.'' - Carl Jung 1977
>>>>
>>>> Malcolm Ryan wrote:
>>>>>
>>>>>> As a lecturer in game design, I want to set a 'reading list' of games
>>>>>> for my students to play. In other disciplines the University has
>>>>>> standard copyright arrangements which allow them to make sets of
>>>>>> readings available to students at little or no cost, but there doesn't
>>>>>> seem to be any appropriate arrangement for software.
>>>>>>
>>>>>> Have you encountered this problem? How have you addressed it?
>>>>>>
>>>>>> I know that a lot of good cutting-edge independent work is available
>>>>>> cheaply or for free online, but I don't want to be forced to exclude
>>>>>> AAA titles from examination. Ideally I would like to set up a library
>>>>>> of games but I am worried about the copyright and licensing issues.
>>>>>> Does anyone know more about this?
>>>>>>
>>>>>> Malcolm
>>>>>> _______________________________________________
>>>>>> game_edu mailing list
>>>>>> game_edu at igda.org
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>>>>>>
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--
Clara Fernández-Vara
Research Associate
Singapore-MIT GAMBIT Game Lab
77 Massachusetts Ave
Bldng NE25 Room 379
Cambridge, MA 02139
Office: (+01) 617-324-9115
http://gambit.mit.edu
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