Research Article
Diane Robson
Games and Education Librarian
University of North Texas Libraries
Denton, Texas, United States of
America
Email: diane.robson@unt.edu
Sarah Bryant
Reference and Instruction
Librarian
Western Wyoming Community
College
Rock Springs, Wyoming, United
States of America
Email: sbryant@westernwyoming.edu
Catherine Sassen
Principal Catalogue Librarian
University of North Texas Libraries
Denton, Texas, United States of America
Email: catherine.sassen@unt.edu
Received: 4 Jan. 2023 Accepted: 17 May 2023
2023 Robson, Bryant, and Sassen. This is an Open Access article
distributed under the terms of the Creative Commons‐Attribution‐Noncommercial‐Share Alike License 4.0
International (http://creativecommons.org/licenses/by-nc-sa/4.0/),
which permits unrestricted use, distribution, and reproduction in any medium,
provided the original work is properly attributed, not used for commercial
purposes, and, if transformed, the resulting work is redistributed under the
same or similar license to this one.
DOI: 10.18438/eblip30294
Objective – This article reviewed twelve
years of circulation data related to loss and damage of video game equipment,
specifically consoles, game controllers, and gaming peripherals such as
steering wheels, virtual reality headsets, and joysticks in an academic library
collection.
Methods – The authors analyzed data gathered from game equipment
bibliographic and item records. Only data related to the console system, game
controllers, and peripherals such as steering wheels, virtual reality headsets,
and joysticks were evaluated for rate of circulation, loss, and damage. Cables
and bags were not evaluated because the replacement cost for these items is
negligible when considering long-term budgeting and maintenance of a game
collection.
Results – The majority of
video game equipment can be circulated without unsustainable loss or damage.
The library has been able to continue circulating video game equipment without
undue replacement costs or loss of access for its patrons.
Conclusion – Although equipment will
occasionally break or be lost, libraries should not let this unduly affect
consideration when starting a video game collection.
Although some academic libraries are starting to add video game collections
to support research and recreation, there still seems to be a reluctance to
collect items outside the norm. These items do require different skill sets to
manage but libraries already deal with materials and software that require some
specialization. Although loss and damage for these items should be a concern,
the costs related to collecting game equipment are no more exorbitant than
other library technology.
Video games are a big part of our culture with 66% of Americans playing
video games weekly; 83% of players begin new relationships and develop
friendships through play (Entertainment Software Association, 2022). In
addition to recreation, these collections serve scholars in their study and
creation of games. Libraries should not let concerns about loss, damage, and
other difficulties related to these materials hinder adding a collection that
can supplement recreation, engagement, innovation, and scholarship in the
library.
The University of North Texas (UNT) Media Library has been circulating a
growing video game collection for over ten years. This article provides details
about the game equipment in this collection. Game consoles and controllers are
some of the biggest costs for a collection. This research will examine the
durability, lifespan, loss, management, and maintenance of these items. This
evidence will be useful to libraries considering the viability and costs of
establishing, expanding, or managing a collection in their own library.
Given the limited life span of video game equipment and the expense of
replacement components, managers of video game collections stand to benefit
from detailed research on equipment durability in a circulating collection.
However, none of the studies found in the literature review presented such
research. The present article is designed to fill this research gap.
Administering an academic library video game collection involves a variety
of challenges ranging from changes in game design, game technology, and
purchasing arrangements to evolving opportunities in support of educational and
recreational needs on campus. As Robson et al. (2020) noted, “Managing
challenges related to content, access, equipment, space, and outreach, with the
goal of effectively supporting students, staff, and faculty can be exasperating
but is also exciting and rewarding” (p. 3).
Although most of these challenges have been covered extensively in the
literature, libraries should devote more attention to equipment, considering
its crucial role in the successful operation of a video game collection. The
scope of this literature review is limited to the maintenance and durability of
video game equipment in libraries. This review draws on research reports,
feature articles, and publications providing guidance on library video game
collection management. For more information about academic library video game
collections in the contexts of collection development, library instruction,
outreach, cataloguing, assessment, gaming spaces, and virtual and augmented
reality, see Robson et al. (2020).
Video game components inevitably wear out with continued use. A library may
decide to purchase extra components as backups to save time in locating them
when replacements are needed (Williams & Chimato, 2008). Other options may
include repairing equipment and using 3D printing to create replacement parts
(Panuncial, 2019).
Equipment compatibility is a concern in video game collections because
games that can be played on older consoles may not necessarily be played on
newer consoles (Cross et al., 2015). A library may collect legacy consoles to
mitigate this situation. It is possible to find older equipment on eBay or in
pawn shops (Robbins, 2016); however, the library should prohibit the
circulation of these consoles, considering the historic importance of equipment
that is no longer in production (Robbins, 2016). The library also may restrict
access to games on cartridges because of preservation concerns. A strategy to
provide access to older games while preserving legacy consoles would be to use
video game emulators (Cross et al., 2015).
The condition of a video game is influenced by the environment in which it
is housed and the way it is handled (Byers, 2003; Leblanc, 2021). Environmental
conditions include temperature, humidity, moisture, solvents, light exposure,
dust, debris, and smoke. Handling effects include scratches, smudges, marking,
labels, and wear. Byers (2003) and McDonough et al. (2010) provide guidance on
mitigating these factors.
Circulation policies and practices affect the integrity of video game
collections (Buller, 2017; Goodridge & Rohweder, 2021). Libraries should
develop policies covering lending and use issues as well as replacement fees to
document expectations for users. After each circulation, staff should ensure
that all equipment components have been returned. They should check discs for
damage and clean them. Other post-circulation tasks may include verifying that
consoles function properly and removing any data left by players. Circulating
collections must have appropriate physical processing to protect the items and
facilitate the check-in process (Robson et al., 2017).
In this article, we discuss the durability and loss of video game consoles,
controllers, and peripherals in an academic video game collection over twelve
years, as well as management and maintenance decisions needed to sustain
equipment and increase its longevity. Can an academic library sustain a video
game collection, or will loss and damage be unsustainable?
Durability is a consideration for all purchases but is particularly
important for non-consumable items. Video game equipment will be set up and
taken down, held for hours in sometimes sweaty hands, and dropped. There is no
standard metric for game equipment durability in a library setting. Use
determines longevity and use varies greatly between the user and the game
played. The ability to repair wear and tear is also a consideration. There is
no easy answer and often budgets will determine each library’s ability to
sustain this type of collection.
Loss, defined as items missing or not returned, is another question
entirely. Academic libraries conducting inventory projects have reported a
variety of loss rates. For example, an inventory conducted at the University of
Mississippi Libraries found losses ranging from 9% to 16%; this library set its
acceptable loss rate at 4% (Greenwood, 2013). A library inventory at Seton Hall
University in the 1990s estimated a 14% missing rate for their collection with
no desired loss rate stated (Loesch, 2011).
The acceptable rate of loss is specific to each collection, its size, and
user needs. Each library will need to determine if their loss rate hinders
research, instruction, and play, and if their budget can sustain a game
collection through such losses. This research does not intend to determine a
universal rate of loss for libraries with game collections but will examine
current loss rates at the UNT Media Library.
We limited the scope of data to consoles, controllers, and game peripherals
such as Wii pads and steering wheels. This research study focused on this
equipment because the replacement costs of a console, controller, or peripheral
are much higher than plugs, cables, or headphones. The durability of these
materials is important when considering the long-term costs of maintaining a
game collection.
We collected data from bibliographic and circulation records for 497
consoles, controllers, and peripherals. These data included circulation
statistics generated automatically and notes about loss and damage from
December 1, 2009, through the data capture on February 1, 2022. Information in
library item records included the item create date, last check-in (return
date), total checkout, renewals, and status. The lifespan was
calculated from the item record create date and last check-in
date for lost/paid/damaged items. The available lifespan was calculated with
the item record create date and the data capture date (February 1,
2022). The total circulation was the sum of the total checkout and renewals
values. The status included available, lost and paid, lost, billed,
on search, missing, and discarded. The statuses for lost and paid, lost,
billed, on search, and missing were all bundled into Billed/Lost/Paid because
these items were not returned to the library. Discarded items were either those
returned with either general wear and tear or consoles damaged by patrons.
Notes included content added to the bibliographic records for non-consumable
items, documenting purchases and any loss or damage that happened over an
item's lifetime in the library, as well as the circulation count at the time of
discard. Legacy collection items were not included in the durability values for
this review. The Legacy collection consists of older equipment that is
considered obsolete or difficult to replace.
The UNT Media Library is one of four libraries that serve the educational
and research needs of about 48,600 faculty, staff, and students across two
campuses in Denton, Texas. The Media Library houses non-print, audiovisual,
tabletop, and video game collections. The video game collection began in 2009
with a small grant and has grown to include services and collections to support
student recreation, research, and coursework. This collection is used for
student and staff programming, coursework, and university game-related
initiatives such as esports and a game studies and design degree.
The Media Library is a collaborative space that encourages engagement
around play. In 2018–2019[1]
the Media Library served 104,890 patrons at its circulation desk and in its
spaces. There were 12,427 PC reservations and 10,456 game station reservations.
Game-related equipment was checked out 7,427 times. Before 2009, this space was
primarily a quiet space for viewing audiovisual reserves. As audiovisual
collections moved online, viewing carrels were no longer needed so their space
needs decreased. This allowed the game space to increase to include in-house
reservable space with 10 console stations, 22 PCs, virtual reality devices, and
tables for gaming and play. Most of the collection circulates out to faculty,
staff, and students with a few exceptions for older, costly, or larger devices.
In late 2009, the video game and console collection consisted of modern
consoles. It included a Nintendo Wii, a PlayStation 3, an Xbox 360, controllers
for each console, and a few peripherals such as guitars, a keyboard, and a
steering wheel. Today the collection includes modern consoles such as the Xbox
Series X and PlayStation 5, as well as older legacy consoles and equipment such
as the Wii, PlayStation 3, and Xbox 360.
Obsolescence is a concern with library collections. New consoles are
released about every three to five years which brings obsolescence into
consideration much earlier than some other library materials.
The Media Library embraced this cycle of renewal with its film collection
and decided to do the same with the game collection. Not only have library
staff developed procedures to keep our collection of seventh-generation
consoles (Wii, Xbox 360, PS3) in the collection; we have reached even further
into the past to develop a legacy collection of older equipment to support
research and instruction. The game collection now houses equipment that spans
the second console generation (1976–1992; Gallagher & Park, 2002) to modern
devices in the ninth console generation (2020–present).
The equipment in this collection is curated to meet the needs of faculty,
staff, and students. Several different budgets are used to purchase and
maintain the collection. All video game content, i.e., discs and cartridges, is
purchased with the general materials budget. A yearly game equipment budget is
used to purchase new equipment and legacy items. The library accepts gifts that
have helped a collection of older content and consoles grow without additional
costs. Smaller items, such as batteries, bags, and cleaners, needed to maintain
the longevity of the collection are purchased through a supply budget.
The library’s definition of a non-consumable durable item vs. a consumable
item has shifted as staff learned how to manage this type of collection, with
the budget reflecting the need to purchase some items yearly because of wear
and tear. Consumables such as batteries, bags, cables, and headphones degrade
much quicker than non-consumable items such as console systems, controllers,
and peripherals. Each year new purchases, replacements, and maintenance are
considered when determining purchases.
A video game collection, like any new collection, does cost money, and
library staff had fears about unsustainable loss. Early procedures played to
these fears by requiring patrons to sign extra documentation reiterating their
responsibilities at each checkout. These additional procedures added time to
check out and did not minimize loss, so these procedures were relaxed to a
simple checkout/check-in in the library system in 2014. Details in the
circulation record are sufficient to note responsibility for materials.
Damage is another consideration, but a video game collection is much like
any other collection. There will be damage and parts will break. This means
understanding that some parts do break and the library will need to expand the
idea of what a consumable is to include additional easily replaced items like
cables and headphones. The library’s long-term goal is to mitigate
unsustainable loss and damage with proper procedures and maintenance.
The UNT Media Library includes a collection of circulating content,
consoles, and peripherals that circulate outside the library to faculty, staff,
and students. The reserve collection circulates in-house and supports play in
library game spaces. The Legacy Collection, which includes older consoles from
generations two through six, is used in-house for research and instruction
only. The game collection continues to grow across generations with consoles
from the eighth generation, specifically the Nintendo Switch and PlayStation 4,
still in high demand.
This collection circulates like most other physical items in a library.
Students can check out three items for 3 days. Faculty and staff can check out
10 items for 7 days. Circulating equipment may be placed on hold. Faculty,
staff, and official student groups are allowed to book materials. A booking
holds the item for a specific date and ensures items are available for class or
group events.
The overall data displayed in Figure 1 show that the circulating console
collection has not suffered unsustainable loss or breakage. Over the life of
this collection, 6% of consoles were discarded because of damage. None of this
damage was intentional; it was merely wear and tear. No specific console system
suffered more damage than another.
Analysis shows 10% of consoles were lost, paid, or billed. Although this
loss rate is fairly high, it has not hindered the library’s ability to provide
equipment to access content. Seen another way, the library only lost one copy
out of the four available for the Nintendo 3DS.
Unlike a book on an open shelf, these items are held more securely when not
checked out, so loss is often tied to a specific patron and the library has a
chance of recovering the cost of the item. Most losses are due to students
withdrawing from school while an item is in their possession. Sudden closures
from COVID-19 increased the recent loss rate, as students who had items did not
return to university or re-enroll.
Figure 1
Cumulative total for consoles from 2010–2022 (available, billed/lost/paid,
damaged/discarded). There is a slight degree of uncertainty in data related to
the difference in notes added to the bibliographic records related to loss and
damage.
Table 1
Median Values and Statistics for Consoles (2010–2022)
Consoles |
|||||||
|
Median Lifespan/ Years |
Median Circulation |
Oldest |
Highest Circulation |
Loss |
Damage |
Total Consoles |
Nintendo |
|
|
|
|
|
|
|
3DS |
3 |
78 |
6 |
184 |
0 |
1 |
4 |
DS |
10 |
237 |
10 |
237 |
0 |
0 |
2 |
Switch |
3 |
59 |
4 |
576 |
0 |
0 |
9 |
Wii |
4 |
46 |
11 |
230 |
1 |
0 |
9 |
Wii U |
4 |
24 |
7 |
223 |
1 |
2 |
10 |
PlayStation |
|
|
|
|
|
|
|
PlayStation Vita |
6 |
101 |
6 |
101 |
0 |
0 |
1 |
PlayStation Portable |
6 |
43 |
9 |
122 |
0 |
0 |
3 |
PlayStation 3 |
6 |
233 |
11 |
364 |
1 |
1 |
7 |
PlayStation 4 |
5 |
45 |
6 |
293 |
0 |
0 |
10 |
Xbox |
|
|
|
|
|
|
|
Xbox 360 |
3 |
61 |
10 |
305 |
4 |
1 |
12 |
Xbox One |
6 |
162 |
6 |
278 |
1 |
0 |
11 |
A closer look at the data for circulating consoles, as illustrated in Table
1, shows how durable some systems have been over this time period, with some
consoles circulating hundreds of times outside the library. Game console system
durability exceeded early expectations. The median age of the circulating
console collection is five years. This median age reflects the addition of
newer generations of consoles, but also new-to-the-library older consoles. The
median circulation total across the circulating console collection is 61.
Console system cases have been sturdy with little actual physical breakage.
Most of the items discarded as damaged had software or system failures.
Game controllers are also more durable than first predicted, with a
breakage rate of 14% and a loss rate of 5%, as illustrated in Figure 2. These
data are skewed because four off-brand GameCube controllers, which were
purchased when budgets were tight, broke almost immediately. The library has
learned that breakage is often very early in the controller’s life and paying
the price up front for a name-brand controller is the best option for
longevity.
Figure 2
Cumulative total for controllers from 2010–2022 (available,
billed/lost/paid, damaged/discarded). There is a slight degree of uncertainty
in data related to the difference in notes added to the bibliographic records
related to loss and damage.
Each console circulates with two game controllers in the console bag.
Additional controllers are available in their own bags. A closer look at
circulating controllers and video game peripherals, as illustrated in Table 2,
shows how durable some of these items have been with several controllers
circulating over 1,000 times. Damage is higher for modern controllers,
specifically the Joy-Con, PS4, and Xbox One.
Table 2
Median Values and Statistics for Controllers (2010–2022)
Game Controllers |
|||||||
|
Median Lifespan/ Years |
Median Circulation |
Oldest |
Highest Circulation |
Loss |
Damage |
Total Controllers |
Nintendo |
|
|
|
|
|
|
|
GameCube |
3 |
225 |
9 |
1,030 |
0 |
15 |
54 |
Wii |
4 |
129 |
12 |
1,148 |
3 |
2 |
62 |
Wii Nunchuk |
6 |
70 |
11 |
267 |
3 |
4 |
33 |
Wii U Pro |
4 |
140 |
4 |
205 |
0 |
0 |
10 |
Wii U Gamepad |
5 |
394 |
7 |
963 |
1 |
1 |
8 |
Joy-Con |
1 |
13 |
4 |
248 |
4 |
3 |
73 |
Switch Pro |
1 |
7 |
3 |
211 |
1 |
0 |
17 |
PlayStation |
|
|
|
|
|
|
|
PlayStation 3 |
6 |
77 |
11 |
1,130 |
2 |
5 |
27 |
PlayStation 4 |
4 |
177 |
6 |
580 |
2 |
11 |
55 |
Xbox |
|
|
|
|
|
|
|
Xbox 360 |
6 |
183 |
11 |
1,232 |
4 |
7 |
28 |
Xbox One |
4 |
110 |
6 |
329 |
2 |
11 |
52 |
The library also circulates peripherals. Most of the peripherals listed in
Table 3 circulate inside and outside of the library. Virtual reality headsets
are in-house checkouts for use within the library. The Guitar Hero and Rockband
sets and their accessories were the one peripheral type pulled from circulation
outside of the library because of damage. These sets are still used during
special events but are no longer available for regular use.
Table 3
Median Values and Statistics for Video Game Peripherals (2010–2022)
Video Game Peripherals |
||||||
|
Median Lifespan/ Years |
Median Circulation |
Oldest |
Highest Circulation |
Loss |
Damage |
Peripherals |
|
|
|
|
|
|
Wii Wheel |
11 |
65 |
11 |
77 |
0 |
0 |
Wii Perfect Shot |
5 |
1 |
6 |
2 |
0 |
0 |
Wii Balance Board |
6 |
32 |
9 |
59 |
0 |
0 |
Wii Dance Pad |
9 |
36 |
11 |
55 |
0 |
0 |
Nintendo Zapper |
3 |
5 |
3 |
7 |
0 |
0 |
Switch Ring Fit |
1 |
4 |
1 |
4 |
0 |
0 |
PS3 Move camera |
10 |
29 |
10 |
57 |
0 |
0 |
PS4 VR headset |
4 |
151 |
4 |
249 |
0 |
0 |
HTC Vive Pro |
4 |
290 |
4 |
290 |
0 |
0 |
PS3 Rockband |
7 |
59 |
7 |
65 |
0 |
1 |
PS3 Guitar Hero |
7 |
10 |
7 |
32 |
0 |
0 |
Xbox 360 Guitar Hero |
8 |
13 |
8 |
45 |
0 |
1 |
Xbox 360 Rockband |
8 |
13 |
8 |
13 |
0 |
1 |
Wii Guitar Hero |
1 |
14 |
1 |
14 |
0 |
1 |
One way that the library has ensured equipment is available for older
content is by developing a Legacy Collection. Over the past 4 years this
collection has been curated to support research and instruction as shown in
Table 4. In the future when production of a console system ceases, two copies
will be pulled from circulation and added to the Legacy Collection, which is
housed in media cabinets. Consoles are also purchased to supplement this
collection to support play of historical formats.
Table 4
List of Legacy Consoles
Atari 2600 Sega Master System Sega Saturn Sony PlayStation Nintendo 64 Sega Dreamcast |
Sony PlayStation 2 Nintendo GameCube Microsoft Xbox Sony PlayStation 3 Microsoft Xbox 360 Nintendo Wii U Sony PlayStation 4 |
Consoles in the Legacy Collection do not circulate outside of the library.
Therefore, when circulating items enter this collection, the metrics for
durability change. Once an item makes it into this collection, circulation
count is no longer a metric for determining usage. Usage is determined by
tracking class attendance for those using the collections to supplement
coursework and individual research reservations.
Durability is no longer a leading factor for items in the Legacy
Collection. The goal shifts to maintenance to increase longevity. As this
collection is only 4 years old, processes and procedures related to its
management and maintenance are still evolving. At this time, one console, a
Sega Master System, suffered an electronic failure, and another, a Nintendo
Entertainment System, no longer produces sound. These failures are a bigger
concern for this collection, but time will tell if it is sustainable as an
educational resource.
The statistics above show that a game collection can be
circulated without unsustainable loss or breakage. One of the biggest hurdles
related to beginning this type of collection is overcoming undue fears about
equipment loss in relation to other library collections. Developing a
management and maintenance plan to mitigate loss and breakage can help
positively persuade those making decisions related to these types of
collection. Over the past ten years the Media Library has modified its
management, cleaning, and maintenance plans to increase the longevity of this
collection.
Circulating video game equipment and its peripherals are housed in closed
stacks or behind the circulation desk on reserve. All of the equipment in the
Media Library is catalogued for an accurate inventory, but not all of it is
visible to patrons. Consoles are processed with an item record for each
included item (e.g., HDMI cables, power cables, controllers). Equipment is
circulated in a barcoded bag. The bag item record is what displays to the
patron in the library system and is used to place holds, bookings, and manage
the equipment as a whole. Each console circulates with two controllers and
batteries. Individual controllers and other game-related peripherals are also
available for checkout in their own processed bags.
At checkout, all item barcodes are scanned to the patron’s account. At
check-in, items are checked in and the service desk staff ensures that
equipment is cleaned and organized neatly in the bag. Batteries circulate in
their own barcoded box and are removed from controllers and bags at check-in.
The Media Library uses rechargeable batteries.
In-house non-circulating equipment and controllers are also catalogued.
In-house materials include consoles, controllers, virtual reality devices, and
gaming peripherals such as joysticks, steering wheels, and drum kits. In-house
items are on reserve behind the front desk. They are checked in and out like
outside circulating items but are not bagged.
These in-house items are used in our gaming space. This space includes 10
game stations and 22 gaming PCs. All of these stations are reservable using
Springshare’s LibCal for up to 4 hours a day. Entire spaces can be reserved by
faculty, staff, and student groups for classes and engagement.
Each reservable game station includes at least two cable-locked consoles
with access to the internet and online game platforms such as PlayStation
Network, Xbox Game Pass, and Nintendo. Internet access is locked to each
console’s MAC address. Each station includes a high-definition television with
a switch selector for input control. Students can play their own digital
content or library-owned physical content. Play must be saved to the cloud both
to mitigate loss, as anyone can delete content on these stations, and to ease
console content space issues. Patrons are allowed to bring in their own
consoles, controllers, and peripherals but cannot access the internet through
ethernet on all outside devices besides the Switch console.
As the continuous use of gaming equipment grew, so did the need for
cleaning and maintenance. Consoles, controllers, peripherals, and headphones
are examined at check-in and cleaned. Items are wiped down and any microphone
covers are changed out. A deeper clean is done each month. Student staff
retrieve each console, wipe it down and check it for damage, and check the
circulation bag for damage or debris.
Circulating remotes are deep cleaned. Deep cleaning involves using a soft
pick to clean out any dirt in the crevices and a cotton swab to clean around
toggles and buttons with an alcohol solution. Any peeling barcodes or labels
are replaced at this time. Cables are wiped down and managed with rubber bands.
During the first months of the COVID-19 pandemic, all equipment was quarantined
for a 3-day period between checkouts until the library bought a sanitizing
light station.
Broken items or devices with software issues are checked out to a Media
Library Problem Items patron record. Student staff record the problem onto
a problem item paper slip, attach the slip to the item, and place it into a
tray. Each item is double-checked by student staff for the noted issue and
resolved as needed. Problems might include consoles that need formatting or
updates, broken cables, controllers that do not respond or have drift, a part
that is missing, or an item record issue.
The addition of high-use GameCube controllers led to library repair
procedures for controllers. Repairs began simply with new joystick toggle caps
but now include replacing joysticks in the Joy-Con to mitigate drift and
replacing broken power jacks in handheld consoles. Many of the components in
modern consoles are easily replaceable. The library purchases kits and
screwdrivers to clean and repair most of our controllers. Select working parts
from broken controllers are kept to make other repairs. These parts include the
rubber button pads, triggers, toggles, and springs.
Proper maintenance is important. Not only does it help keep equipment clean
and working, but it also allows staff to take a closer look at equipment to
find problems before they become a bigger issue. Cleaning equipment and
performing simple repairs increases the longevity of circulating controllers.
New equipment in Generation 7 and beyond, such as the Wii, PlayStation 3,
and Xbox 360, are maintained like the non-Legacy circulating collections. Older
equipment can require more maintenance. Equipment should be cleaned, but
consideration should be taken before applying any chemical processes to
brighten or renew the look. For example, a console that has changed color
because of smoke might look better if restored or whitened but this may make
the plastic brittle. A careful review of renewal processes should be done to
ensure that it will not decrease lifespan.
Older consoles, and the cartridge games that are played in them, have pins
that need care and cleaning. Metal pins corrode over time but are easily
cleaned with an alcohol solution and very fine grit sandpaper. The library uses
the 1UPcard cleaners on content cartridges and console pins before use. If a
warm breath is used to get a cartridge to play, cleaning with a cotton swab and
alcohol should be done before storing the item. Although older consoles are
very sturdy, maintenance should be done with care.
There are repair kits with more modern boards available for older consoles.
Care should be taken when repairing these older items. An old console case with
all new parts is more like an emulator than the original device. Emulators
mimic a console and can play old content but are generally not using technology
specific to the original, so play would differ. Each library’s needs can
dictate what types of repairs are acceptable for its equipment. If an older
console is not something a library wishes to support, there are emulators for
purchase that will play most older game cartridges as well as some preloaded
with retro games.
This study examined the sustainability of the consoles,
controllers, and peripherals in a video game collection in an academic library.
Prior to incorporating video games and their associated equipment into the
collection, there were concerns that such a collection could pose problems for
collection management; these issues included increased staff procedures needed
for circulation, the expense of replacing lost equipment, dealing with damage,
and obsolescence. Library staff continue to develop procedures to efficiently
manage, clean, and maintain these collections to decrease wear and tear in the
hopes that it increases longevity and reduces replacement costs. Over the
survey period of 12 years, there was indeed equipment loss and damage; however,
the library was still able to meet the needs of students, faculty, and
researchers and the cost of replacing or repairing the items was negligible. In
conclusion, the researchers believe that including circulating consoles in a
video game collection is a valued addition to a library that can supplement
programming, boost innovation, and support burgeoning scholarship without being
unsustainable.
Diane Robson: Conceptualization, Data curation, Formal analysis,
Visualization, Writing – original draft (lead) Sarah Bryant: Data
curation, Formal analysis, Visualization, Writing – review & editing Catherine
Sassen: Writing – original draft (supporting), Writing – review &
editing
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