The splendor of Strahov Library
I am typing this while looking at the building where these images were taken: the library of Strahov Abbey, towering high above Prague. While the monastery was established in 1143, the library dates from 1720. It is one of the most impressive I have visited: thousands of books placed in what looks more like a museum than a library. I hope you get a sense of the atmosphere from these images.
Pics (my own): Strahov Abbey Library, Prague.
Libraries have always been second homes to many writers. Two programs are hoping to further encourage that relationship starting this fall and into the future. The Public Library of Cincinnati’s Writer-In-Residence program and the CHP in the Stacks residency program from publishing company Coffee House Press (CHP) will give select writers stipends to do their work in a library while helping publicize that library’s resources to the community.
Writers in the stacks!
Photo of my collection of bookmarks promoting libraries and reading.
Fashion design @ your learning commons! (at Somerset Community College Laurel Co Center)
Your Friday funny! Have a great weekend!
Organizations in every state in America, plus the District of Columbia, have hosted a communitywide reading program at one point or another, according to the Library of Congress. So-called One Book programs are everywhere. However, to engage the entire community, whether municipality, county, region, or state, successfully in a communitywide reading event takes planning as well as skill and enthusiasm. LJ spoke with reads veterans from around the country to learn what worked for them—and what could work for your library.
Original comic by John Kleckner, modified by an anonymous librarian.
A survey by John Burke at Miami University found that 109 libraries in the US had a makerspace or were close to opening one. Others are hosting events like Wikipedia edit-a-thons, where residents plumb the library’s resources to create articles about local history.
A nice write up. Bonus, I learned “fusty” is a word.
On Sept. 10, we’re opening the next Challenge, on libraries. Our 12th News Challenge, it will build upon the 19 projects we funded with $3.47 million in June through the News Challenge that sought ideas to strengthen the Internet. That work, conversations such as the ones we recently had at the Aspen Institute this month and longstanding initiatives such as the Knight Commission on the Information Needs of Communities in a Democracy have affirmed for us the centrality of libraries for building and maintaining an informed citizenry.
We’re hoping to hear ideas for leveraging the assets that libraries have built: physical spaces open to anyone; professional staff trained in how to seek, retrieve and share information; and a legacy of aiding new readers, new entrepreneurs and new Americans. In recent years we’ve seen libraries leverage the Internet and digital approaches for education, entrepreneurship, the arts and “making.” In a digital age we see libraries—public, university, archival, virtual—as key for improving Americans’ ability to know about and to be involved with what takes place around them….
We live in a “diverse and often fractious country,” writes Robert Dawson, but there are some things that unite us—among them, our love of libraries. “A locally governed and tax-supported system that dispenses knowledge and information for everyone throughout the country at no cost to its patrons is an astonishing thing,” the photographer writes in the introduction to his book, The Public Library: A Photographic Essay. “It is a shared commons of our ambitions, our dreams, our memories, our culture, and ourselves.”
But what do these places look like? Over the course of 18 years, Dawson found out. Inspired by “the long history of photographic survey projects,” he traveled thousands of miles and photographed hundreds of public libraries in nearly all 50 states. Looking at the photos, the conclusion is unavoidable: American libraries are as diverse as Americans. They’re large and small, old and new, urban and rural, and in poor and wealthy communities. Architecturally, they represent a range of styles, from the grand main branch of the New York Public Library to the humble trailer that serves as a library in Death Valley National Park, the hottest place on Earth. “Because they’re all locally funded, libraries reflect the communities they’re in,” Dawson said in an interview. “The diversity reflects who we are as a people.”
I put this on my library’s Adopt-a-Book list and it was among the first purchased for us, that makes me feel so warm. <3
They’re Gamers, Not “Girl Gamers” | Games, Gamers, & Gaming
The news that Ubisoft will not include a female playablecharacter in the online co-op mode for its upcoming Assassin’s Creed: Unity has reignited the discussion about girls and women who play video games and exactly where they fit into the gaming world.Boys’ club?
Conventional wisdom holds that video games are traditionally a male pursuit. Most games are designed and developed by men. They tell stories of male heroes fighting against male villains (or femme fatales) to save the world and/or a helpless female. Often, they depict male athletes competing in games of skill and strength; just as often, the player is in the boots of a male soldier as he fights a sanitized, Hollywood version of warfare. It would make perfect sense, given these facts and assumptions, that men would populate the gaming world at a staggering majority.
Yet since the advent of online gaming and the wider acceptance of the pursuit as a legitimate hobby for adults, everyone who has bothered to do so has noticed that girls and women play games almost as much (and enjoy as much variety) as boys and men. There’s nothing unusual about “gamer girls”; they’re simply part of the same club to which all gamers belong.
Most players are largely accepting of “gamer girls,” too. Women work at game stores, they participate in organized competitions, and they play online right alongside their male brethren.
Cherchez la femme!
That doesn’t mean that everything’s hunky-dory, of course. Women and girls who play video games are too often treated as an adorable novelty. Additionally, women are not fairly represented as producers of video games, nor are they well depicted within productions.
Two of the strongest female characters in games of recent vintage—Catwoman from Batman: Arkham City and Lara Croft from Tomb Raider—are preexisting personae, with no major original female video game character having debuted in quite some time (Heavy Rain from 2010 is the most recent major release I could find with a female lead).
Female characters more often than not fulfill traditional feminine roles: damsel in distress, girlfriend or wife, tactical support, or villainess. Also, they are rarely represented with realistic body types (Lara Croft from the latest Tomb Raider is a notable exception—she’s athletic and strong without having unrealistic proportions). If more women were game designers, developers, testers, and critics, perhaps this would change; however, there must be a shift toward accepting women in development roles.
The women behind the game
Jennifer Hepler was a senior writer for BioWare, developers of the acclaimed “Dragon Age” series. After a lukewarm reception to the second game, a fan unearthed an interview in which Hepler remarked that she wanted to find a way to skip combat sequences so that she could get to what she loved the most—story and character progression—and what seemed like the entire Internet unleashed a torrent of rage upon her. The reactions to Hepler’s comments were out of all proportion to what she said.
Haven’t we all experienced a moment when we just wished we could skip this boss fight and move on? If a female writer can ignite such ire by expressing a desire to follow a game’s story, imagine the hatred a female level designer would ignite should a game be found less than desirable.
The gaming community should promote an environment of acceptance and safety, where criticisms are fair and based on performance, not gender. It’s the only way this diverse, eccentric sphere of ours can survive—and the games themselves can only benefit.
The library can be a flash point for that culture. Gaming programs should be for all ages and all genders as much as possible. Related programs, such as coding camps, should also be gender neutral. Rules of conduct should directly address gender slurs. When conducting advisory for girls who like games, don’t assume that they only enjoy match-three puzzle games and business simulations.
All in all, be as democratic and accepting of your participants—of either gender—as you are of other patrons. Learn about—and tell your patrons about—women such as Kim Swift, whose student project led directly to a job as level designer and development team leader of Portal. Buy into programs such as Girls Make Games, a series of camps designed to encourage girls to enter game development. Larger libraries might be able to get the all-female professional gaming team Frag Dolls to come in for a program.
The International eSports Foundation recently rescinded its decision to separate women and men in their game tournaments. While women-only competition still exists, there are no men-only contests, and women can register for the “Open for All” tournaments. This is a small step toward putting female gamers on equal footing with their male counterparts, but it is a step. Let’s encourage the gaming community—creators and consumers alike—to keep making those steps.
Thanks to Liz Danforth for the tip about Girls Make Games. Until next time, keep telling yourself just one more level.
Terrific insightful column on gender disparity in the gaming world by M. Brandon Robbins.
A lot of people find solace in books. This mini documentary profiles two individuals who take refuge in the public library, from the brutal elements of the streets.
Thanks to filmmaker Quincy Walters for his submission.