Released in 2009, Minecraft, now has 30 million users and is
particularly popular with children and teenagers (Ward, 2013). This video game can be played on PC/Mac, games
consoles, tablets and smart phones. Licenses range for 4.95GBP -17.95 GBP
depending on the device used. The game involves building your own digital world
by adding and destroying 3D blocks. It can be as simple or sophisticated as you
wish which means it appeals to varying ages and abilities. Users can build in “creative”
mode with limitless resources or in “survival” mode where resources are scarce
and they face dangerous obstacles. These modes appeal to different personality
types which perhaps contributes towards the game’s broad appeal. In both worlds
users experience day and night along with seasonal changes creating a realistic
virtual reality.
From playing the game, one can see how it
develops skills in planning, resource allocation, visual memory and critical
evaluation (Spatariu, Peach, & Bell, 2012, p. 33). I was surprised how adept
my seven year old was at showing me features such as adding soft furnishings to
her house. Some librarians may be nervous about introducing a game many young
patrons will be more expert at than staff members. However, Bettendorf Public library in Iowa found that teens helped staff implement Minecraft
events and as a result teens became more invested in the library (Hunter, May
7, 2014).
If public libraries want to successfully
provide a “third space” for youths away from school and home they must
familiarise themselves with online phenomenon like Minecraft (Bourke, 2010,
p. 102). Teenagers are now so focused on digital activities that if libraries do
not adapt they will lose these patrons (Nicholson, 2013, p. 352). Gaming also
entices teens to enter the library, giving them the opportunity to see all the
other resources available (Nicholson, 2013, p. 345). Minecraft is an excellent
gaming selection for public libraries as it is without gender or ethnic bias and
so fulfils diversity
objectives (Spatariu et al., p. 40).
Libraries in the UK have been slow to invest
in Minecraft mainly due to budget constraints and licensing issues. Walton Library in Surrey held a trial event in 2014 but had to ask people to
donate Minecraft licenses and bring their own device where possible (Public
Libraries News, 2014).
Reading of these budget constraints
highlighted to me the importance of thorough research before implementing new technology
in libraries. Silver Lake public library in Kansas has shared useful insights on their Minecraft
activities. These include MinecraftEdu
being unpopular with teens who prefer the commercial version and recommending libraries
initially purchase a few servers to gauge how popular the game is before
heavily investing in the program (Hough, 2013). These are issues I would not
have considered before consulting their blog and so illustrate the importance
of knowledge sharing. Last month’s Independent Library Report for England
recommended establishing a digital network to facilitate sharing best practice
stating :
"A library’s great strength
– its localism – must not be allowed to become its weakness" (Sieghart,
2014, p. 6).
References
Bourke, C. (2010).
Library youth spaces vs youth friendly libraries: How to make the most of what
you have. Australasian Public Libraries and Information Services, 23(3),
98-102.
Hough, B. (2013, May 21). Minecraft at the library. Techsoup
For Libraries. Retrieved January 17, 2015, from
https://techsoupforlibraries.org/blog/minecraft-at-the-library
Hunter, C. (2014, May 7). The Minecraft craze at the public
library. Public Libraries Online. Retrieved January 16, 2015, from http://publiclibrariesonline.org/2014/05/the-minecraft-craze-at-the-public-library/
Nicholson, S. (2013). Playing the past: A history of games, toys,
and puzzles in North American libraries. The
Library Quarterly 83(4), 341-361
Public Libraries
News. (2014, July 25). Minecraft in
public libraries. Retrieved January 17, 2015, from http://www.publiclibrariesnews.com/practitioners/promotional-techniques-and-marketing/minecraft-in-public-libraries
Sieghart, W. (2014). Department
for culture media & sport: Independent
library report for England. Retrieved from UK government website: https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/388989/Independent_Library_Report-_18_December.pdf
Spatariu, A., Peach,
A., & Bell, S. (2012). Enculturation of young children and technology. In
S. Blake, D.L. Winsor, & L. Allen (Eds.), Technology and Young Children: Bridging the Communication-Generation
Gap, (pp. 24-48). doi:10.4018/978-1-61350-059-0.ch002.
TeamMojang. (2011, December 6). Official Minecraft trailer.[Video file]. Retrieved from https://www.youtube.com/watch?v=MmB9b5njVbA
Ward, M. (2013, September 7). Why Minecraft is more than just
another video game. BBC News.
Retrieved http://www.bbc.co.uk/news/magazine-23572742