Library News

Moody's places ProQuest's ratings on review for downgrade following announced acquisition

Library Technology Reports - 3 hours 43 min ago
(October 9, 2015). Moody's Investors Service (Moody's) has placed ProQuest LLC's (ProQuest) ratings on review for downgrade, including the B2 corporate family rating , Ba2 First out revolver, and B2 1st lien term loan rating, following the announced acquisition of Ex Libris Group which is a global provider of library automation solutions. The review for downgrade will focus on the leverage levels and interest coverage pro-forma for the acquisition as well as the improvement in the strategic position of the combined entity. We anticipate any downgrade to be limited to one notch.
Categories: Library News

ProQuest SIPX launches three new course materials solutions that reduce costs for students and improve workflow efficiency

Library Technology Reports - Thu, 2015-10-08 18:47
(October 8, 2015). ProQuest SIPX, provider of the most complete digital course materials solutions in higher education, has launched three new options to support unique teaching and learning workflows: SIPX Central, SIPX Campus and SIPX for MOOCs. The SIPX innovative digital course materials solutions address a variety of copyright and costs concerns for universities. By connecting students to materials that are open access or already purchased and available to them through their university library, the SIPX solutions have saved its customers and students $3.67M to date.
Categories: Library News

Digital Privacy Toolkit for Librarians, a LITA webinar

LITA Blog - Thu, 2015-10-08 16:38

Attend this important new LITA webinar:

Digital Privacy Toolkit for Librarians

Tuesday October 20, 2015
1:30 pm – 3:00 pm Central Time
Register Online, page arranged by session date (login required)

This 90 minute webinar will include a discussion and demonstration of practical tools for online privacy that can be implemented in library PC environments or taught to patrons in classes/one-on-one tech sessions, including browsers for privacy and anonymity, tools for secure deletion of cookies, cache, and internet history, tools to prevent online tracking, and encryption for online communications.

Attendees will:

Alison’s work for the Library Freedom Project and classes for patrons including tips on teaching patron privacy classes can be found at:

Alison Macrina

Is a librarian, privacy rights activist, and the founder and director of the Library Freedom Project, an initiative which aims to make real the promise of intellectual freedom in libraries by teaching librarians and their local communities about surveillance threats, privacy rights and law, and privacy-protecting technology tools to help safeguard digital freedoms. Alison is passionate about connecting surveillance issues to larger global struggles for justice, demystifying privacy and security technologies for ordinary users, and resisting an internet controlled by a handful of intelligence agencies and giant multinational corporations. When she’s not doing any of that, she’s reading.

Register for the Webinar

Full details
Can’t make the date but still ant to join in? Registered participants will have access to the recorded webinar.


  • LITA Member: $45
  • Non-Member: $105
  • Group: $196

Registration Information:

Register Online, page arranged by session date (login required)
Mail or fax form to ALA Registration
call 1-800-545-2433 and press 5

Questions or Comments?

For all other questions or comments related to the course, contact LITA at (312) 280-4268 or Mark Beatty,

Categories: Library News

Worldwide Library eBook Reading Club Kicks Off

Library Technology Reports - Thu, 2015-10-08 15:47
(October 8, 2015). More than 30,000 libraries and schools are participating in the world's largest global eBook reading club. Big Library Read (BLR), facilitated by OverDrive, connects millions of readers around the world simultaneously with an eBook. For the first time, two titles will be available to borrow online 24/7 through participating libraries and schools: The Door in the Hedge by Robin McKinley (Open Road) and In the Shadow of Blackbirds by Cat Winters (Abrams). The free program runs October 7-21 and to get started reading, all that is needed is a library card or student ID.
Categories: Library News

BiblioCommons partners with Penguin Random House to expand ebook offerings

Library Technology Reports - Thu, 2015-10-08 12:47
(October 8, 2015). BiblioCommons announced that it has expanded its eBook offerings through a new agreement with Penguin Random House. The agreement will add over 38,000 eBook titles to those already available to libraries through the BiblioDigital eBook acquisitions platform.
Categories: Library News

YBP and EBSCO Information Services increase collaboration with the Irish Academic Community

Library Technology Reports - Thu, 2015-10-08 12:47
(October 8, 2015). YBP Library Services and EBSCO Information Services will be working more closely with academic institutions in Ireland after agreeing to new contracts to supply e-books and journals. The tenders were issued and managed by Education Procurement Services over the last few months.
Categories: Library News

Easy Analytics for Instagram

David Lee King - Thu, 2015-10-08 10:30

I recently discovered a cool tool for tracking Instagram analytics. It’s called StatShot.

Signing up for StatShot is easy – just connect your Instagram account to it, and you’re done. It’s a freemium tool based on the number of Instgram followers you have. It’s free for up to 5000 followers. After that, it’s $5 a month for up to 10,000 followers, etc. If only we had that problem!

What does StatShot do? Here’s what they say: “StatShot was created with one goal in mind: to deliver simple and clear Instagram stats to individuals and brands who want to better understand their audience growth.”

They do this by sending regular emails with your Instagram stats. You can choose to get daily, weekly, or monthly emails. I set up the library and my personal Instagram accounts with daily emails.

What’s that get me? Every morning, I receive these stats:

  • Followers
  • Potential Reach
  • Engagement
  • Likes
  • Comments
  • Following
  • Media Posted
  • Track #hashtag’s usage

Each of those stats provides yesterday’s numbers, compares it to the day before, and then shows an up/down percentage for each statistic.

It’s pretty basic, but then again, it’s simple and it’s free (until we hit 5000 followers).

Try it out and let me know what you think!

Categories: Library News

Come rain or come shine [sound recording] /

New At the Library - Thu, 2015-10-08 09:46

    ISBN: 9781611764567
    Author: Karon, Jan, 1937-

Categories: Library News

Christmas on the range /

New At the Library - Thu, 2015-10-08 09:46

    ISBN: 9780373788514
    Author: Palmer, Diana

Categories: Library News

A song of shadows : a Charlie Parker thriller /

New At the Library - Thu, 2015-10-08 09:46

    ISBN: 9781501118319
    Author: Connolly, John, 1968-

Categories: Library News

The hidden /

New At the Library - Thu, 2015-10-08 09:46

    ISBN: 9780778318583
    Author: Graham, Heather

Categories: Library News

This case is gonna kill me /

New At the Library - Thu, 2015-10-08 09:46

    ISBN: 9780765333896
    Author: Bornikova, Phillipa

Categories: Library News

Reality is broken: Why games make us better and how they can change the world by Jane McGonigal — A TTW Guest Post by Ryan Tucci

Tame the Web - Thu, 2015-10-08 06:22

For reference purposes it is important to note that this book review and supplemental video were originally completed as a Book Context Assignment for Michael’s The Hyperlinked Library course, taught in the Fall of 2015 at San Jose State University.

Socially Isolated
Addicted young people
Few real-life social ties

These are just a few of the phrases used to describe the traditional “lonely gamer” in the article The “lonely gamer” revisited by Diane Schiano, Bonnie Nardi, Thomas Debeauvais, Nicolas Ducheneaut, and Nicholas Yee. This has been the stereotype of the traditional gamer for the past two decades.

However, Jane McGonigal, a New York Times bestselling author and world-renowned game designer would argue otherwise. In McGonigal’s 2011 book Reality is Broken: Why games make us better and how they can change the world, she explores the positive benefits that games can have on people’s everyday lives and how gamers are connecting socially and intelligently to create a better world.

As libraries seek to transition into the role of Library 2.0 we must be willing to listen to our users and understand their needs. According to the PEW Research Center’s report titled Adults and Video Games, written by Amanda Lenhart, Sydney Jones and Alexandra Macgill, 53% of Americans aged 18 or older play video games while one in every five adults play video games on a daily basis. If we turn our attention to teens, a staggering 97% of teens play video games. Games offer us an exciting and engaging opportunity for us to connect with our users in a more positive way and in a way that they feel more involved. If so many of our users are turning to games as a form of entertainment and social connectedness, we as librarians would be wise to look closely at how games are engaging users in a positive way.

McGonigal combines her extensive experience in the gaming industry with well researched psychological theories to explore why games make us happy and how we can apply 14 ‘fixes’ to reality. McGonigal argues that these ‘fixes’ would make for a much more engaging and rewarding reality. If you would like to explore McGonigal’s 14 fixes in greater depth, I would recommend you read the book in its entirety as it reads well for gamers and non-gamers alike. For the purposes of this post, I will be exploring only a handful of the 14 fixes that I feel could be applied effectively to library space to better engage users and promote a more participatory Library 2.0 experience.

According to McGonigal, there are countless forms of games for players to engage in, these range from single player to multiplayer to even massively multiplayer games, some of which take no more than five minutes to play and others that can involve a much more extensive time investment to play. Although games come in diverse forms, McGonigal outlines four key traits that all games have in common at their most basic level.

The Four Defining Traits of Games

First, all games have a goal. By providing players a goal the game gives them something to work towards. As McGonigal says, this goal is a sense of purpose.

Secondly, all games must have rules. These rules give the player the foundation for how they are expected to accomplish the goals set out for them by the game.

Thirdly, for games to be effective they must have a feedback system. A feedback system allows users to quickly evaluate how well they are doing in relation to meeting their goals.

Finally, games must have voluntary participation. Users must feel in control of their participation in games. This is one of the most important aspects of games; the ability for players to enter and leave a game at will ensures that they are in a safe environment.

These traits form the basis of all games, and it is upon these that McGonigal has derived her ‘fixes.’ I have chosen to explore three of these ‘fixes’ in more detail below.

Fix # 3: Do more satisfying work

“Compared with games, reality is unproductive. Games give us clearer missions and more satisfying, hands-on work” (McGonigal, 2011, p. 55).

According to McGonigal, creating more satisfying work begins with two important things: a clear goal and actionable next steps. By clearly presenting a goal we are able to know exactly what it is we are being asked to accomplish, while actionable next steps ensure that we know exactly what is expected of us to ensure that we succeed in that goal.

According to McGonigal, one game in particular does this extremely well. World of Warcraft is a popular massively multiplayer game created by Blizzard Entertainment. Players navigate a massively online world completing quests, leveling their characters and working in teams of 5, 10 and 25 players to overcome huge tasks impossible to complete on their own. When players accept a quest from one of the thousands of non-playable characters (NPCs) in the world, they are presented with a clear goal with actionable next steps.

Quest in World of Warcraft: Glory to the Horde

Above you can see an example of a World of Warcraft quest called Glory to the Horde. The goals for the quest are clearly outlined. Players are being asked to win two battles at two very specific locations. The actionable next steps are clear: take part in the battle and lead the team to victory. Another reason this work is so satisfying in this virtual world is that the rewards for completing quests are very clearly identified, making completing the quest more fulfilling.

According to McGonigal, there are almost endless series of quests in World of Warcraft. It is the clearly defined goals and actionable next steps that make World of Warcraft so engaging with players and make the work they are doing more satisfying.

Fix # 5 Strengthen your social connectivity

“Compared with games, reality is disconnected. Games build stronger bonds and lead to more active social networks. The more time we spend interacting within our social networks, the more likely we are to generate a subset of positive emotions known as “prosocial emotions” (McGonigal, 2011, p. 82).

Prosocial emotions, according to McGonigal, include love, compassion, admiration, and devotion. Essentially, any feel-good emotions that can be directed to others. Although games don’t evoke these emotions on their own, they are an added side effect of playing games in social networks, such as Facebook, and I would argue in many face to face games, like chess or Monopoly.

When playing games through social networks, many of them allow you to trash talk your opponent by posting to a chat window or to their virtual profile. Although trash talking normally carries a negative connotation, McGonigal argues that research shows that playful teasing is one of the fastest and most effective ways to create positive feelings toward another person (McGonigal, p. 84). Dacher Keltner, a researcher at the University of California argues that teasing feels good because it builds trust and makes us more likable.

While McGonigal primarily focuses on video games, I think almost anyone who has played any kind of game (video game or board game), has had a playful teasing experience. It is these social encounters that help games promote social connectivity to the people around us.

Fix# 8 Seek meaningful rewards for making a better effort

“Compared with games, reality is pointless and unrewarding. Games help us feel more rewarded for making our best effort” (McGonigal, 2011, p. 148).

According to McGonigal, real life just doesn’t give us the feedback we need to feel rewarded on a daily basis. Although this fix isn’t necessarily tied to a game in the traditional sense, it does apply game mechanics to everyday activities.

McGonigal once joked while doing a presentation at a technology conference that she wished she could receive instant feedback after doing a presentation like she got after playing a game. For example giving a good presentation would award her +1 Presentation Skill, after helping stick up for someone you would receive +1 Backbone, etc.

A few days after the conference she received an email from Clay Johnson, the director of Sunlight Labs, a community of open-source developers looking to make the government more transparent. He attended her presentation and quickly coded a website that allowed people to send +1’s to people for a wide variety of different tasks and attributes. If a user signs up for the service, all their +1’s stack to create a very game-like profile for yourself. It is this idea of meaningful visual rewards that can help encourage people to put forth a better effort.

Gaming may be fun but how can it be utilized in the library?

So how can librarians use this book to better serve our patrons? As I mentioned earlier, a large number of Americans are already playing games, and it isn’t just kids. Adults and seniors are also playing games and in many cases they are playing games more frequently on a weekly basis (Lenhart, Jones, & Macgill, 2008). According to Library 2.0: A Guide to Participatory Library Service, written by Michael E. Casey and Laura C. Savastinuk, libraries are “losing the interest of our users,  [w]e no longer consistently offer the services our users want, [w]e are resistant to changing services that we consider traditional or fundamental to library service” (Casey & Savastinuk, 2007, p. xxiv). By utilizing the ideals presented by McGonigal, libraries can create more engaging ways to get users to participate in library services.

Children’s librarians could implement World of Warcraft style quests for book clubs, as outlined in McGonigal’s fix #3. They could ask teens to read a certain number of books per week and present them to the librarian for their rewards. Libraries could invite people into the library to take part in board game nights to strengthen social connectivity as outlined in fix #5. This would build trust within certain library communities.

It is for these reasons that libraries can look to video games and the gamification of services to create more engaging experiences for our users. By exploring Reality is Broken, by Jane McGonigal, information professionals will gain a better understanding of the positive psychological impact games are having on players around the world and how they are positively influencing user experiences. McGonigal’s ‘fixes’ can be used to create stronger participatory services to library users by providing a unique engaging experience using game mechanics.

Supplemental Video


Casey, M. E., & Savastinuk, L. C. (2007). Library 2.0: A guide to participatory library service.

Lenhart, A., Jones, S., & Macgill, A. (2008). Adults and Video Games. PEW Research Center.

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.

Schiano, D.J., Nardi, B., Debeauvais, T., Ducheneaut, N., & Yee, N. (2014). The “lonely gamer” revisited. Entertainment Computing, 5(1), 65-70

References for Video Supplement:

Lenhart, A., Jones, S., & Macgill, A. (2008). Adults and Video Games. PEW Research Center.

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.

Media Evolution. (2011). Gamification- how we can use game mechanics in areas that are not a game.

Rolighetsteorin. (Oct. 15, 2009). Bottle Bank Arcade. Retrieved from

Ryan lives in Ottawa, Canada and is currently obtaining his Master of Library and Information Science (MLIS) degree at San Jose State University. He has a Bachelor of Arts in History and a Minor in Communication Studies. Prior to his MLIS, Ryan received his Library and Information Technician diploma and has been working in the library field for four years. He currently works at Carleton University MacOdrum Library. His interests include: emerging technology, big data, copyright, open access, and information literacy.


Categories: Library News

Uintah Basin Library System chooses ByWater Solutions' Koha support

Library Technology Reports - Wed, 2015-10-07 15:40
(October 7, 2015). ByWater Solutions announced that the Uintah Basin Library System of Utah is now live on their Koha open source integrated library system. The Uintah Basin Library catalog is made up of three branches which include the Uintah County Library, the Roosevelt Library and the Duchesne Library.
Categories: Library News

Axiell Gathers 150 Museum Experts at the Penn Museum

Library Technology Reports - Wed, 2015-10-07 15:40
(October 7, 2015). Axiell announced the opening of the North American User Conference and National History Special Interest Group at the Penn Museum. The three-day event will gather more than 150 museum experts and archivists for discussions on future strategies and upcoming developments in the cultural sector. The delegates will get insight into digitization, online engagement, museum management, data management and best practices for Axiell's suite of collection management solutions.
Categories: Library News

OpenAthens launches Redirector

Library Technology Reports - Wed, 2015-10-07 15:40
(October 6, 2015). OpenAthens Redirector provides one-step access to subscription and other paid-for content by seamlessly requesting credentials when patrons are off-network and directly serving the content when they are in IP range. The proxy-like syntax eases the burden of link management for librarians and provides a seamless experience for users, who are increasingly demanding off-site and mobile access.
Categories: Library News

Jobs in Information Technology: October 7, 2015

LITA Blog - Wed, 2015-10-07 14:18

New vacancy listings are posted weekly on Wednesday at approximately 12 noon Central Time. They appear under New This Week and under the appropriate regional listing. Postings remain on the LITA Job Site for a minimum of four weeks.

New This Week:

Head of Special Collections, Williams College, Williamstown, MA

Visit the LITA Job Site for more available jobs and for information on submitting a job posting.

Categories: Library News

Agile Development: Sprint Retrospective

LITA Blog - Wed, 2015-10-07 10:00

In my last two posts I’ve discussed how to carry out sprint review and sprint planning meetings. This month we’ll look at the final component of the sprint boundary process, the sprint retrospective, which is where the team analyzes its inner workings.


The sprint retrospective is an opportunity for the development team to review their performance over the previous sprint, identify strengths and weaknesses, and modify processes to increase productivity and well-being.


The retrospective should take place near the end of the iteration. It usually follows the sprint review, and can be held immediately following, but some sort of boundary should be established (take a short break, change the room, etc.) to make it clear that these are two very different meetings with very different purposes. The length of the meeting will change from sprint to sprint; budget as much time as you think you will need to fully explore team performance. If there isn’t much of substance to discuss, you can always end the meeting early and gain hero status within the team.


This is the most intimate gathering of the three we have looked at so far. No one other than the core iteration team should be present. Select stakeholders (Product Owner, department managers) may be included for some part of the meeting in order to gather feedback on specific issues, but at its core the retrospective should be limited to the people who performed the work during the iteration. Peripheral stakeholders and authority figures can dampen the effectiveness of this meeting.

Meeting Agenda

The “traditional” retrospective agenda consists of a quantitative review of team iteration metrics, followed by each team member answering the following 3 three questions to encourage dialogue:

  • What went right?
  • What went wrong?
  • What can be improved?

That’s as good a place to start as any, but your retrospective’s format should adapt to your team. Such a tightly-formatted agenda may cause some teams to fall into rote, uninspired contribution (“here, let me give you one of each and be done”), while more free-flowing conversations can fail to surface critical issues or avenues for improvement. You will want to provide enough structure to provoke meaningful exchanges, but not so much that it suppresses them. You know your team better than anyone else, so it’s up to you to identify the format that fits best.

The point of the meeting is to get your team into a comfortable critique space where everyone is comfortable sharing their thoughts on how to make the development process as efficient and effective as possible. Team members should avoid playing the blame game, but shouldn’t be afraid to point out behavior that detracts from team performance.

Of the three sprint boundary meetings, the retrospective is the hardest one to facilitate: it has the largest qualitative component, and it explores sensitive subjects like team dynamics and team member feelings. This is the meeting that will test a scrum master’s interpersonal and leadership skills the most, but it is also the one that will have the biggest impact on the development environment. When the user stories are flying fast and furious and time is at a premium, it’s easy to think of the retrospective as a luxury that the team may not be able to afford; however, it is crucial for every development team to set aside enough time to thoroughly analyze their own performance and identify the best potential avenues for meaningful and lasting change.

If you want to learn more about sprint retrospective meetings, you can check out the following resources:

I’ll be back next month to discuss how to build an agile organizational culture.

What strategies do you use to make your retrospectives fruitful? How do you encourage team members to be both forthright in their evaluations and open to criticism? How do you keep retrospectives from becoming exercises in finger-pointing and face-saving?

BIS-Sprint-Final-24-06-13-05” image By Birkenkrahe (Own work) [CC BY-SA 3.0 (], via Wikimedia Commons.

Categories: Library News

After you /

New At the Library - Wed, 2015-10-07 09:39

    ISBN: 9780525426592
    Author: Moyes, Jojo, 1969-

Categories: Library News

The heart goes last /

New At the Library - Wed, 2015-10-07 09:39

    ISBN: 9780385540353
    Author: Atwood, Margaret, 1939-

Categories: Library News


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