Like Jodie, I too purchase video games to serve the teaching, research, and 
leisure needs of our patrons.  Any patron may borrow up to three video games 
for 7 days, with the option to renew for an additional 7 days.  We currently 
have approximately 150 games in all formats, to include PSP.  The IU 
Bloomington campus offers over 30 courses related to gaming: design, practice, 
and theory.

To build the collection, I will ask my students for input, as well as peruse 
other university sites to see what types of games are being purchased. I have 
not run into licensing problems with the games.  But, like Jodie mentions 
below, my problem stems from PC games/key code.   I was terribly upset when our 
patrons could no longer download the PC version of Skyrim due to various 
restrictions, such as someone forgetting to uninstall the game.

I no longer purchase PC games, but will accept PC game donations if they are 
still playable without restrictions. Speaking of donations, one patron donated 
the PC version of Dr. Doom's Revenge complete with an original comic book and 
super hero handbook.  Unfortunately, someone stole the comic book.  My games 
are in security cases, but where there is a will, there is a way.  Also, we had 
a few patrons who try to sell our games to local merchants.  I had to literally 
write letters to local merchants advising them not to accept any games with our 
identifying labels.  I also made the decision to move the gaming collection 
from an open browsing area to a secure area.  Students can still browse the 
collection, but they are within eyesight of our staff.    Although I had wanted 
to create a gaming room here in the media center, complete with various 
consoles, I was reassured that a gaming room will be created in the Information 
Commons which is open 24/7.

One final note about games.  Over the past two years, I was able to collaborate 
with faculty from our Telecommunications department to create a permanent 
Reserve Board Game collection here in the library.  I have about 12 board games 
in the collection.   The faculty are responsible to provide me with the board 
games, and I create brief records. The board games cannot leave the room.  All 
board games must be played in-house.

Jodie, I look forward to your panel discussion at ACRL.

Monique

Monique Threatt
Indiana University Bloomington

From: [email protected] 
[mailto:[email protected]] On Behalf Of Jodie Borgerding
Sent: Wednesday, January 30, 2013 12:33 PM
To: [email protected]
Subject: Re: [Videolib] Question about video games

I purchase video games for our library to support a video game design 
certificate and degree emphasis. Our games do circulate outside the library for 
three days and any student/faculty/staff can check them out regardless if they 
are in the video game design classes or not. The circ stats are through the 
roof and I've been working with the student run Video Game Club for suggestions 
on titles to purchase.

We also turned one of our study rooms into a gaming room with PS2 and 3, Wii, 
Xbox 260 and Nintento Game Cube. Anyone can use the room while the library is 
open, bring their own controllers or games, or check out controllers from the 
circulation desk. The controllers and accessories are not allowed to leave the 
library.

I have not run into any licensing issues with the Playstation, Xbox or Wii 
games. The only issues I have run into is with PC games. Typically the key code 
to install and play PC games can only be used a finite number of times. Unless 
the person uninstalls the program after each check out, then once those key 
codes are used up, you can't install or play the game. We've run into this 
issue many times to the point where I no longer purchase PC games.

I had one faculty ask if we could purchase an Xbox game that was only available 
via download. I think it was a Scott Pilgrim game that he wanted the students 
to play for a comics class. I never got a chance to try this out because the 
professor left the university before the course was offered. Oh well.

Feel free to email me off list if you have any other questions. Also this gives 
me a chance to throw in my own shameless plug. I'm co-presenting a panel 
session at ACRL on video games collections in academic libraries. I don't know 
the location, but it is Thursday morning at 10:30 am.



Jodie



________________________________________

Jodie L. Borgerding, M.L.S.
Instruction and Liaison Librarian
Emerson Library
Webster University
470 E. Lockwood
St. Louis, MO  63119
(314) 246-7819
[email protected]<mailto:[email protected]>
http://libguides.webster.edu/soc
http://libguides.webster.edu/religion
http://libguides.webster.edu/zombies

"Chuck Norris doesn't read books. He stares them down until he gets the 
information he wants."

From: 
[email protected]<mailto:[email protected]> 
[mailto:[email protected]] On Behalf Of Ball, James (jmb4aw)
Sent: Wednesday, January 30, 2013 11:04 AM
To: [email protected]<mailto:[email protected]>
Subject: [Videolib] Question about video games

Hi All,

We have a professor who is teaching a class on video games and has requested 
that we purchase some for the Library, which we're willing to do.  We did this 
for another class many years ago, before my time here as media librarian, and I 
haven't heard that there were any problems, but I'd be interested in hearing 
about experiences other libraries have had with collecting and providing access 
to video games.  For example, do you let them circulate outside of the library? 
 Are there licensing issues?  Etc.

Cheers,

Matt

______________________________
Matt Ball
Media and Collections Librarian
Clemons Library
University of Virginia
[email protected]<mailto:[email protected]>
434-924-3812

VIDEOLIB is intended to encourage the broad and lively discussion of issues 
relating to the selection, evaluation, acquisition,bibliographic control, 
preservation, and use of current and evolving video formats in libraries and 
related institutions. It is hoped that the list will serve as an effective 
working tool for video librarians, as well as a channel of communication 
between libraries,educational institutions, and video producers and 
distributors.

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