Johnson argues that everything bad for us, especially TV, video games and pop culture, is actually good for us and essentially making us smarter. Johnson believes that the video game form, rather than content actually stimulates the brain, and in the end will make the player smarter. Further, Johnson believes that today's television shows and movies have gotten so complex that viewer stimulation and involvement has drastically increased in the past 20 years. TV shows and movies are asking our emotional intelligence to work harder and process the information we see on screen. So what does this mean for today's libraries?
I agree with Johnson somewhat. I believe that TV, movies, video games and pop culture can make us think more as a society. Further, these formats connect users to each other in a way that books can't. I think libraries have had to adapt to include these formats in their collections. DVD, VHS, Cd's and now video game systems are all a part of most library's collections. I see no problem with libraries changing to better meet user needs by accepting that some "bad" things may indeed be good. Libraries are there to provide information, without choosing or providing any bias to the information. However, libraries can always connect users back to books. For instance, you can create a display that says "You like this TV show, then you should try these books". I think adapting rather than completely ruling out anything "bad" will help libraries survive in this ever-changing climate.
Monday, May 4, 2009
Friday, May 1, 2009
Class Review
During a previous summer class my professor suggested that everyone in the library program should take the social software class before they graduate; boy was she right! Being as I am not a technology person, and have been slightly hesitant towards social software/networking sites I almost dropped this course. I am so happy I decided to stay. I feel like this class has opened me up to a whole new world. Even the most simple sites, such as blogger and twitter, I was afraid to try. Now, I couldn't be happier to have this experience under my belt. Also, learning to create wikis, podcast, screencast and vodcast has definitely improved my skills. It's amazing how these tools are out there, but people are so hesitant to use them. I have thoroughly enjoyed this class and recommend it highly to other SCILS students. There were a few minor drawbacks:
- information overload: I think signing up for 3 email accounts in the beginning of class is unnecessary. After the first two weeks I stopped checking the yahoo and AOL accounts. I think students should sign up for just a GMail account, since GMail is linked to other sites such as blogger.
- information overload, part 2: I had a hard time keeping up with updates. Between twitter, facebook, myspace and the class wiki, I felt like I missed several updates or comments from classmates. I found the best method for communicating was twitter.
My Second Life Experience

I find that this picture sums up my second life experience pretty well. It's usually just me standing in a totally empty area trying to figure out what's going on. This was taken in the Art Library (Museum?) on Info Island. It took me about 10 minutes just to navigate into the building. Although I can see how Second Life may be fun for some people, I haven't really enjoyed my experience. So far I've had no contact with other users, probably because I don't usually know where I am or how to go somewhere else. I don't find Second Life to be very user intuitive, although I'm also horrible at moving/navigating in most video games. Additionally, my computer is pretty old so Second Life slows everything down and certainly makes the experience less enjoyable. I think with a LOT more practice, I could get used to Second Life but since it's not really my cup of tea, I don't think I'll be spending much time there.
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