I’ve just got back from ALA Midwinter in Philadelphia and am shoveling my way through my email and task backlog…and my Eudora just crashed and refuses to start up again. So before rebooting, I take this golden opportunity to bookmark for my own purposes a few recent articles about Gen Y and Google, because they go together like peaches and cream.
- Google vs. Capitol Hill (The New Yorker): Google makes a charmingly naive (and, knowing them, probably soon-to-be overwhelmingly influential) foray into Washington D.C.
- Gen Y can’t search (Joint Information Systems Committee & The British Library): Unsurprisingly to anyone who works with undergraduates, not all Gen Y students know how to wrangle Google effectively, let alone use more recondite web search tools.
- Librarians teach research classes (The Chronicle of Higher Education): Not news in any sense of the word, but it’s always interesting to see how library instruction is portrayed by non-librarians. And again, a basic premise is: just because you have a Facebook account doesn’t mean you pwn the Internets.
And last but not least (and not Google-related at all), a tip of the hat to colleagues Anne-Marie Dietering and Rachel Bridgewater, who are doing a really interesting program at Online Northwest 2008. I can’t attend, but I heard about it at Midwinter, and I’m very excited to hear more about how it goes. There’s no direct link to their presentation on the conference website, so I’m pasting it in here.
Lonelygirl and the Beast: Alternate Reality Games as immersive marketing, art, and information
Rachel Bridgewater, Washington State University, Vancouver
Anne-Marie Deitering, Oregon State University
In September 2006 the Los Angeles Times broke the story that the popular video blogger, “lonelygirl15”, was actually an actress named Jessica Rose. This splash in the mainstream media may have been the first time you heard of an Alternate Reality Game (ARG), even if you didn’t hear it referred to that way. ARGs employ multiple media to enact an evolving narrative, influenced by the actions of participants and controlled by the game’s designers. The games are played in the “real world” and involve creative uses of reality, illusion, and imagination. These games have grown popular in the past few years and are increasingly being used as marketing tools for movies, television shows, and album releases. As libraries look to the business world for marketing ideas, ARGs are bound to make an appearance in our community before too long. This session will explain, in depth, what ARGs are, how they are being used, and what they might mean for us in libraries.
Doesn’t that just sound awesome?