Coherent, informative slides and surprisingly self-explanatory (for a powerpoint slide). Worth taking a look indeed. Of particular interest to me was Slide 43 onwards - "Impact - 12 Areas where libraries and digital games collide":
- Slide 44 - Preservation (Since 1992, "every video game distributed in France must send in two copies to the French national library", Bibliothèque Nationale de France [Translated site])
- Slide 45 - "Keep kids quiet in public libraries" (So true!)
- Slide 46 - "Get people into the (public) library"
- Slide 48 - "Circulating support materials" (Kirriemuir suggests that "when people play digital games, they use a wide variety of materials")
- Slide 49 - On the use and abuse of library (IT) network
- Slide 55 - Possibility of "Mobile library catalogue access"
- Slides 64, 65 and 66 shows the interfaces for Google, WorldCat, and World of Warcraft. The first 2 were designed to be as simple as possibe while the last one shows much complexity. I think the implication is that the Gamer Generation will be more used to complexity and can handle alot more information than we can when it comes to information delivery.
- Slide 72: Second Life as the librarians online game of choice; "Libraries being built by groups of people"; "BBC holds concerts within Second Life" (see also slides 74 to 78)
- Slide 79 & 80: "10 Attributes of a game player"
- Slide 83 (final slide): "Summary and Pointers"
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