donnamove2

<p>Melbourne Library Service provides activities for young people but no structured gaming programs. Its children and youth services librarians found a gap in programming for both virtual gaming and a program developed and designed by young people. To address this a cohort of six regular young library patrons and Minecraft enthusiasts of mixed gender and age were asked to be a part of a development and design team for a Minecraft Gaming Day. On a weekly basis this cohort engaged with the children and youth services librarians, sharing information about gaming platforms, virtual worlds, Minecraft and social interests. This knowledge base became a central part of the planning, implementation and success of the Minecraft Gaming Day.</p><br/><p>The Minecraft Gaming Day was designed to give young people a chance to play Minecraft and also to allow them to imagine and critically examine the library space they were in. If young people could design a library, what would it look like? How would it be different from their current library? This virtual library space allowed communication, collaboration and social interaction to occur in a combination of both physical and digital mediums (de Souza e Silva & Sutko, 2009). Libraries within Minecraft, as one young person stated, had ‘endless possibilities … it puts you in the world and you can do anything you want’. (The quotes from participants used in this article are taken from interviews conducted as part of an unpublished case study.) North Melbourne children and youth services librarians also wanted to explore the potential of virtual gaming programs to offer an access point to young people's literacy, interests and attitudes towards libraries. <a href="https://tankshop0.edublogs.org/2022/07/14/parents-ultimate-guide-to-minecraft/">Minecraft</a> </p><br/><p>The gaming day was structured using Minecraft as a virtual planning tool. Participants were asked to create their own virtual library within the game with no restrictions on the design, idea or library space they could create. They were given a brief to create a library with some essential elements, including books, performance spaces and a loans desk, to ensure core library features were included.</p><br/><p>The Minecraft Gaming Day was successful in connecting and engaging young people, but was limited by a number of technological barriers. The marketing specified to bring your own laptop - but many participants did not have one. This required the library service to provide up to 20 terminals for access. Minecraft can be played offline once loaded onto a computer and this let most players play in an offline capacity. Those who played online via the libraries' wireless network found it difficult due to the wireless connection often dropping out. As one player remarked, ‘We had a bit of a fail day because the technology, the Wi-Fi was a bit dropping out’. There were quite a few instances of young people losing their creations due to computers shutting down or just not performing, often because the extra computers that were used were out-dated technology for gaming use. Young people with their own laptops were far better off in this program as they could control and understand the technology. However, the technology failure was not a deterrent to the young participants who were supportive of each other, playing in groups and sharing technological advice with one another. A vital point to be made is that to combat the inadequacies of the library technology, the young participants themselves provided computers, Internet connections, mobile phones and gaming paraphernalia that were up-to-date and sufficient for the task. <a href="https://www.click4r.com/posts/g/5028726/you-can-now-play-minecrafts-allay-mob">games</a> Melbourne Library Service awarded prizes on the day for creative, technical skill and also for encouragement.</p>

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