As illuminating as it is to have a gaming collection in one’s library, like any collection there are risks to assess before buying an expensive set of consoles and trusting that your patrons will actually return them, even the games. At my library we have an enviable collection of about 150 games available to students, faculty and staff, and while most patrons are mindful of due dates and others wanting to get their game on, a few can spoil that collective fun.
Here are the positives:
- We learn from gaming through training in prediction
- Gaming brings people through the door and good press on the outside
- Gaming can ease faculty into more unconventional methods of teaching and learning
Games will disappear. Get used to it. Yes, patrons with overdue games on their account can be blocked from future transactions and billed for replacement. But what happens if library staff members pocket a game right after it’s returned? How will it be found? Games are high in popularity and thus high in risk.
Games are expensive. Unless they are bought used on Amazon or from the local game store, there will be hard choices to make regarding replacing the perennially popular titles that may end up perennially lost or stolen. One of the reasons we have a gaming collection is that the campus gaming club supplies us with the games which we add to the catalog. We wouldn’t have the budget to otherwise purchase and replace such games. What about duplicate copies?
Is extra equipment required? Do you need video cameras, locked cabinets, or extra RFID tags to keep them from getting taken or lost? Containers to protect them during transit?
What’s your loan period? Really, games nowadays take a lengthy time to finish. One game has an ending challenge sequence that takes eighteen hours to complete. When gamers begin “passing out and getting physically ill” before taking a break, you know they’ll sacrifice a few dollars in fines so that they can finish the game.
These are just a few of the considerations we’ve run into with our collection. It’s an advantageous position to be sure, since the losses incurred do not directly come from our budget; however, without proper consideration for the scenarios affecting the selection and integration of games into the curriculum, the losses could be much steeper.