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John Driscoll

LIS 763 Readers Advisory Services


Final Paper: Video Games, Readers Advisory, and Promoting Literacy in Libraries
Spring 2014 April 28, 2014

In recent years, many public libraries have started to support video gaming, not only by
adding games to their collections for patrons to check out, but often by offering games for play at
the library. Whether by setting up a console in the teen area for day-to-day play or by hosting a
game tournament program as a special program, it is clear that video games are becoming a part
of the public librarys evolving mission to serve their communities and promote literacy.
The benefits of video games on cognitive abilities are well documented (Oei 2013, 1),
and this alone is a compelling argument for their presence in libraries. In addition, video games
are extremely popular among teenage males, which is historically one of the more difficult
demographics for libraries to draw in. However, by embracing and becoming familiar with
video games, libraries can also explore the benefits of games on literacy and readers advisory.
Video games offer opportunities not only for passive readers advisory but also for reaching out
to gamers with RA interviews, and also promoting literacy and encouraging gamers to read
books that share similar appeal factors to their favorite games.
In their column Materials Matchmaking: Articulating Whole Library Advisory, Barry
Trott and Tara Bannon Williamson state No material exists in a vacuum. TV shows allude to
books, and movies feature soundtracks meant to promote up-and-coming bands. Songs are based
on books and feature references to films. Books are based on films and TV shows or share
writers across the mediums (Trott and Williamson 2011, 233). Although they do not mention
them, this statement applies equally well to video games, which refer to and are referred to by
TV shows and films, and often feature literary references as well. Trott and Williamsons idea of
whole library advisory can easily include video games, which are just another medium in which
people can experience stories.

One of the easiest ways to use video games to promote literacy is with passive readers
advisory methods such as book displays and reading lists. By learning the common appeal
factors that video games have and comparing them to book appeal factors, librarians can
determine which books might appeal to fans of different types of games. Then, a few lists can be
placed on the shelf near the video game collection, which patrons will see when they come to
browse games. In addition, a book display could be set up nearby that contains video gamerelated titles or simply books that have similar appeal.
In addition, most video games carry ratings similar to those on films, which are assigned
by a body called the Entertainment Software Rating Board (ESRB). While ESRB ratings are not
legally binding, they do give librarians an idea of the target audience of video games, which can
assist them in choosing materials of the appropriate reading level to recommend to gamers. For
example, it would make sense to choose young adult titles for a list of reading suggestions
featured near a game that is rated T (suitable for teens). On the other hand, if a game is rated E
10+ (suitable for everyone ages 10 and up), then it might be better to suggest books written for a
slightly younger audience.
In addition to placing book displays or reading lists near video game collections, these
passive RA strategies can also be employed at library programs that involve video games. For
example, if there is going to be a video game tournament, then setting up a display in the
program room with related titles and having a reading list available for those interested is an
excellent opportunity to engage gamers that come to the library for the event.
Many video game franchises also have adaptations in other media. For example, popular
game series like Halo, World of Warcraft and Gears of War also have novel series associated
with them. Sometimes, as with Assassins Creed: Brotherhood, these books are novelizations of

the video game, while other times they are separate stories that take place in the same universe.
Comics, graphic novels, and manga based on video games are also common. Gamers who might
not otherwise take a strong interest in books may be more willing to read books based on one of
their favorite video games, to find out what else happens to characters that they have played or
encountered in the game. Graphic novels in particular will sometimes appeal to reluctant readers
more than books, so a comic related to someones favorite video game can make an excellent
opportunity to promote reading to a gamer who might otherwise not read much. Wikipedia
offers lists of novels and comics that are based on video games, which could help librarians
become aware of these titles if any of these games are popular in their local community.
Another way to connect gamers to reading is by incorporating knowledge of video games
into a readers advisory interview. Non-readers may not be familiar with this service, so it would
be a good idea to promote RA interviews during library gaming events and by listing the service
on reading lists targeted to gamers.
Just like books and films, video games are organized into genres. While non-gamer
librarians may find these genres a bit intimidating or confusing, it is enough to be familiar with a
few major game genres such as action/adventure, strategy, and role-playing games (Easterwood
and Wesson 2009, 24). Having a good grasp of the defining features of these genres and how
they correspond to book genres should be enough to start librarians on pairing gamers with
books they will enjoy.
For starters, many video games possess the same appeal factors that books and other
media have, such as plot, characters, setting, tone, and pacing. Some parallels are obvious; Red
Dead Redemption by Rockstar Games has a strong narrative set around John Marston, a former
outlaw in the Old West who is forced to confront his old gang in order to protect his family.

While the game possesses a rich cast of characters, strong dialogue, and intricate plot, its greatest
strength is arguably the richly detailed fictional setting. The fictional states of New Austin and
West Elizabeth, and the Mexican state of Nuevo Paraiso each contain numerous towns populated
with interesting characters, beautifully rendered countryside that teems with life, and a great deal
of smaller optional adventures that Marston can get involved with. Together, these elements
paint a vivid picture of the decline of the Old West and its brand of hard-nosed settlers,
criminals, and frontier life that can rival any western book or movie.
This is certainly not true of all video games. Many puzzle games, for example, do not
have any real characters or story. Despite nearly 30 years of continued popularity and
adaptations on nearly every gaming console and computer operating system in existence, Tetris
does not really contain the same appeal elements of a book or other story. However, even some
puzzle games may possess these elements. Just as genre blending is one of the largest current
trends in current fiction (Orr 2013, 37), something similar is going on in video games. For
example, Might & Magic: Clash of Heroes, released on the Nintendo DS in 2009 and remade for
Xbox Live and PlayStation Network, and Steam in 2011, combines puzzle gameplay with
character and story elements of a fantasy role-playing game. Similarly, the Mass Effect series
combines action-adventure and role-playing game elements to create something that is a blend of
the two.
Understanding these factors can allow a readers advisory librarian to recommend titles
that might appeal to gamers based on their taste in games. Some appeal factors are obvious a
gamer who likes the immersive setting of Red Dead Redemption may be interested in exploring
the Old West through western books, or they may instead be drawn to books with vividlydescribed settings that fit into other genres.

Other appeal factors in games can also translate to books, though it may not be quite as
obvious. For example, Lori Easterwood and Lindsey Patrick Wesson compare the adrenalinefilled thrill of a first-person shooter game to the fast-paced and action-filled plot of a thriller
novel, particularly with first-person narration. The key is to identify the elements that make
Action/Shooter games so exciting and find literary parallels page turners, thrillers, and even
comedic novels. For fans of this genre, librarians should select books with as much immediacy
as possible (Easterwood and Wesson 2009, 24). Similarly, although Grand Theft Auto is often
known for its high levels of violence and real-world crime, it also contains elements of parody
and humor that might cause fans to enjoy a humorous novel as well, even if its not about crime,
gangs, or fancy cars.
One unique trait of video games is that they have several methods to convey story. A
post called The Four Types of Video Game Storytelling on the blog For Devs, By Devs lists
text blocks, cutscenes, dialogue, and environmental storytelling as the main ways a video game
can tell a story (StewartB 2013). The first method, text blocks, is most analogous to books, but
is less common in modern video games because of advances in technology that make greater use
of the other methods more possible. Cutscenes, which are typically non-interactive video
sequences during game play, and dialogue also have similar elements in books and other forms
of traditional media. The storytelling method most unique to video games is environmental
storytelling, in which rather than hitting you over the head with story, the game instead places
clues around the world for you to find and unravel the story for yourself (StewartB 2013). By
placing elements in the game world for players to find and explore on their own, games can tell
their story in an interactive way that most books and movies cannot quite duplicate.

However, even this unique property of video games can be utilized in readers advisory to
recommend titles that gamers might enjoy. The game L.A. Noire uses all four methods of game
storytelling in the story of Cole Phelps, a young rising star on the Los Angeles police force as he
investigates various crimes, collects evidence, interviews suspects, and engages in the occasional
chase or shootout to apprehend the criminals. Much of the clues are scattered around crime
scenes for the player to find, and interviewing witnesses and suspects involves reading their
facial expressions to determine the truth of falsehood of their statements. Gamers who enjoy
these interactive elements might enjoy mystery novels. As Easterwood and Wesson point out,
Strategy games engage players problem-solving skills and require them to think their way out
of puzzles and snares (Easterwood and Wesson 2009, 24). They suggest that mysteries possess
the same puzzle-solving component and should therefore engage these types of gamers, but also
suggest that librarians should familiarize yourself with novels containing a more dynamic
puzzle aspect (e.g. The Westing Game, Cathys Book, The Mysterious Benedict Society) that,
sometimes directly, ask readers to participate by solving riddles and following clues.
Another option to connect gamers to books they might enjoy is to think of nonfiction
titles that may involve their interests. In addition to books about gaming, fans of simulationbased games such as sports games may be interested in nonfiction titles about the things their
favorite games simulate. Even if gamers who enjoy the latest football game in the Madden series
dont want to read about football, they may enjoy other books that offer facts and statistics about
subjects they are interested in.
Whether or not librarians play games themselves, a working knowledge of the story and
game play-based appeal factors of video games can be of great assistance in providing direct
readers advisory to gamers. Not only can such knowledge be put to use in an RA interview, but

childrens or teen librarians can use it when giving a book talk in order to provide a frame of
reference for gamers in their audience. For example, a librarian talking to a middle school class
could tell fans of adventure and role-playing games that they might be interested in fantasy and
adventure novels such as the Percy Jackson or Septimus Heap series (Easterwood and Wesson
2009, 25). In addition to potentially influencing an individual gamer to read a certain book,
including such references in book talks will cause listeners to recognize that the librarian accepts
and understands their interests, which may make them more comfortable approaching the
librarian for reading advice in the future.
While extensive personal knowledge of video games certainly does not hurt, it is not
strictly necessary for librarians to use this approach. Websites such as IGN, GameSpot,
GameTrailers, or Escapist Magazine can provide news and reviews of video games so that
librarians can be familiar with well-known and popular game titles without having played the
games themselves.
It is also important for librarians to realize that gamers, though they may not identify
themselves as readers, do read even if books are not their medium of choice. They are unlikely
to think of online activity such as emailing, surfing the web or playing games as reading, and yet
quite sophisticated literacy skills are required to do any of these things with confidence (Clarke
and Treagust 2010, 162). Simply by playing games, gamers are practicing their reading skills
even when they do not realize it. This is of course another reason for libraries to maintain video
game collections and promote gaming both in and out of the library. Sharing knowledge of these
literacy benefits can help gamers realize that they may find more enjoyment in books than they
expected.

One advantage that books still have is that they use the readers imagination to fill in
details and scene, as opposed to showing everything the way a game or movie does. As richly
detailed as games can be, they may sometimes feel as if youre just in someone elses dream
(Bryan 2014). For instance, whenever a book is adapted to film, television, or a video game,
readers already familiar with it find that the characters and world dont match the one in their
heads. This greater engagement of the imagination is one of books greatest strengths, and
promoting that use of imagination can strengthen literacy. In her online column MMO Family:
How to encourage reading through video games, Karen Bryan suggests encouraging gamers to
make the leap from creating their own stories through gameplay to actually writing stories in the
worlds of their favorite games and sharing them with others. Libraries can use this strategy by
offering writing workshops and allowing gamers to write within their favorite game worlds if
they are interested.
In addition to various benefits to cognitive problem-solving skills, video games offer
their own direct benefits to literacy. Beyond that, they offer many opportunities for librarians to
connect with gamers with both passive and active readers advisory. By appealing to gamers and
embracing video games in the library, librarians can advertise other library services to them and
potentially create lifelong library users from people who otherwise might identify themselves as
nonreaders. Although extensive knowledge of video games is certainly helpful, librarians can
accomplish these goals with simple and basic understanding of video game genres and appeal
factors, and learn to relate those to the potential reading interests of gamers.

Works Cited:
Bryan, Karen. 2014. How to encourage reading through video games. MMO Family.
Massively, January 22. Accessed April 26, 2014. http://massively.joystiq.com/2014/01/22/mmofamily-how-to-encourage-reading-through-video-games/
Clarke, Genevieve, and Michelle Treagust. 2010. "GAMING FOR READING." Aplis 23, no. 4:
161-165. Academic Search Complete, EBSCOhost (accessed April 27, 2014).
Easterwood, Lori, and Lindsey Patrick Wesson. 2009. "Gamers Are Readers." School Library
Journal 55, no. 4: 24-25. Library, Information Science & Technology Abstracts with Full Text,
EBSCOhost (accessed April 27, 2014).
Entertainment Software Association. 2014. Ratings categories, content descriptors, and
interactive elements from ESRB. Entertainment Software Rating Board. Accessed April 26,
2014. http://www.esrb.org/ratings/ratings_guide.jsp.
The Escapist. 2014. Accessed April 27, 2014. http://www.escapistmagazine.com/.
Forsyth, Ellen. 2010. "FROM ASSASSINS CREED 2 TO THE FIVE GREATEST
WARRIORS: GAMES AND READING." Aplis 23, no. 3: 117-128. Library, Information
Science & Technology Abstracts with Full Text, EBSCOhost (accessed April 27, 2014).
GameSpot. Video Games Reviews & News. 2014. CBS Interactive Inc. Accessed April 27,
2014. http://www.gamespot.com/.
GameTrailers. GameTrailers for Xbox One, PS4, Wii U, Vita, PSN and More. 2014.
GameTrailers.com. Accessed April 27, 2014. http://www.gametrailers.com/.
IGN. Video Games, Wikis, Cheats, Walkthroughs, Reviews, News & Videos IGN. 2014.
IGN Entertainment, Inc. Accessed April 27, 2014. http://www.ign.com/.
Oei, Adam C., and Michael D. Patterson. 2013. "Enhancing Cognition with Video Games: A
Multiple Game Training Study." Plos ONE 8, no. 3: 1-16. Academic Search Complete,
EBSCOhost (accessed April 27, 2014).
Orr, Cynthia. 2013. Understanding the Literature. In Genreflecting: A Guide to Popular
Reading Interests, 7th ed., edited by Cynthia Orr and Diana Tixier Herald. 31-38. Santa Barbara:
Libraries Unlimited/ABC-CLIO.
StewartB. 2013. The Four Types of Video Game Storytelling. For Devs, By Devs, August 11.
Accessed April 26, 2014. http://fordevsbydevs.wordpress.com/2013/08/11/the-four-types-ofvideo-game-storytelling/

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Trott, Barry, and Tara Bannon Williamson. 2011. "Materials Matchmaking Articulating Whole
Library Advisory." Reference & User Services Quarterly 50, no. 3: 230-234. Library,
Information Science & Technology Abstracts with Full Text, EBSCOhost (accessed April 27,
2014).
Wikimedia Foundation Inc. List of comics based on video games. 2014. In Wikipedia: The
Free Encyclopedia. Accessed April 26, 2014.
http://en.wikipedia.org/wiki/List_of_comics_based_on_video_games.
Wikimedia Foundation Inc. List of novels based on video games. 2014. In Wikipedia: The
Free Encyclopedia. Accessed April 26, 2014.
http://en.wikipedia.org/wiki/List_of_novels_based_on_video_games.

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