[game_edu] Readings, Libraries & Copyright...from the librarian
brena.smith
brena.smith at gmail.com
Thu Sep 24 11:13:05 EDT 2009
Ackk! Bad librarian! Thanks for the catch.
Brena
On Thu, Sep 24, 2009 at 7:53 AM, Clara Fernandez <telmah at mit.edu> wrote:
> 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
>>>>>>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>>>>>>
>>>>>> _______________________________________________
>>>>>> game_edu mailing list
>>>>>> game_edu at igda.org
>>>>>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>>>>>
>>>>>>
>>>>> _______________________________________________
>>>>> game_edu mailing list
>>>>> game_edu at igda.org
>>>>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> game_edu mailing list
>>>>> game_edu at igda.org
>>>>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>>>>
>>>>>
>>>> _______________________________________________
>>>> game_edu mailing list
>>>> game_edu at igda.org
>>>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>>>
>>>
>>> _______________________________________________
>>> game_edu mailing list
>>> game_edu at igda.org
>>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>>
>>
>>
>> _______________________________________________
>> game_edu mailing list
>> game_edu at igda.org
>> http://seven.pairlist.net/mailman/listinfo/game_edu
>>
>>
>
>
> --
> 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
>
> _______________________________________________
> game_edu mailing list
> game_edu at igda.org
> http://seven.pairlist.net/mailman/listinfo/game_edu
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20090924/d661ac72/attachment.htm>
More information about the game_edu
mailing list