real world environment would. The success and frustration within games (the testing and exploring required) has empowered them to propose and try new ideas. Yes, innovate.

The path a gamer goes through find success in a game looks something like this:- Engagement in the game and interface- Motivation and desire to succeed and advance- Testing of the system, discovery of game physics- Analysis of limits and boundaries- Evaluation of successful application- Discussion (internal or external) on desired physics and gameplay- Generation of new ideas/applications = innovation

The final two steps can often take place outside the game and away from the act of playing. Players often are engaged enough to continue thinking, planning and enjoying the game away from the physical act of playing. It is in this reflection timefeeder today from Gamepolitics.com. It compares two controversial media both of which were said to "corrupt the youth" - novels and video games. It's a fitting news story since the UK is currently working to pass video game regulating legislation.

The story is also fitting since our library walked into a little controversy over video games as well. We are planning on doing a gaming night in the library using a variety of games (Wii Sports, Guitar Hero, DDR, Madden, Halo, and maybe Gears of War). The library staff involved in planning (including the Director) are excited about the possibilities of a gaming night, but we are getting questions from above about the appropriateness of including "M" rated games in an academic library sponsored event.

While these questions delay our