A Revolution in Library Service - Gaming is more than just a lure into the library (Enviado el 11-7-08 por: Javier Hernández (Grupo 5))

By Kelly Czarnecki -- School Library Journal, 5/1/2007
Also in this article:
Know what they are playing Create a time for gamingPlay with themBuild positive communicationChange your library’s image through outreachMerchandising and advertisingHave fun
The first time I saw a group of teenagers hanging out at the library hours before our gaming program was to start, I knew we were on to something amazing. I never imagined that such a strong bond between these teenagers and the library would develop over dance pads, Yu-Gi-Oh! cards, Twister, and Pictionary.
While story times have always attracted the preschool and elementary crowds, many older children and teens have been apathetic at best about spending time in the library. But library service is in the midst of an exciting revolution—it’s changing and expanding to meet the needs of young people.
This month, School Library Journal debuts its new column, “The Gaming Life,” a resource to provide librarians and media specialists with information to make gaming an integral part of their library services and programming. We look forward to addressing a score of topics such as hardware selection, game reviews, administration buy-in, gaming and the curriculum, tabletop games, case studies of successful gaming programs, and much more
“Youth today are platform agnostic. Stories and information—regardless of format—are the core of the modern library, and today’s learners must be fluent in all formats, not just traditional ones,” states Beth Gallaway, library trainer, consultant, and avid gamer. By integrating video and tabletop (board, card, and dice) games into library services and programs, these youngsters are being motivated to visit on a regular basis, and libraries are evolving into inviting hubs for teens.
But gaming is not only is a lens with which to understand this generation, it also provides young people the opportunity to develop important social and educational skills including interacting with peers, adults, and family members; becoming team players; and sharpening problem-solving and literacy skills. Shana Compton, in her book Gamers: Writers, Artists, and Programmers on the Pleasure of Pixels (Soft Skull Press, 2004), states that “…games have provided us with something books, music, the plastic arts, and even film have not. We get to act as well as react. We get to play.”
Playing games has become an intergenerational phenomenon. According to the Entertainment Software Association (ESA), “Eighty percent of gamer parents say they play video games with their kids. Sixty-six percent feel that playing games has brought their families closer together.” With the line between entertainment and educational games blurring, a survey conducted last year by RealNetworks, Inc. found that 75 percent of parents interviewed believed that playing games was beneficial.
While parental/community support is important, an invested library administration and staff is essential. I was the Young Adult Librarian at Bloomington Public Library (IL) for four years. A supportive administration and a technology manager with a vision for solid library services to children and young adults helped build the gaming program there. We used the large community room to play video games such as Dance Dance Revolution and Mario Kart, board games such as chess and Pictionary, and more. The youngsters even brought their own Yu-Gi-Oh! decks and created a space on the floor to play. Adjacent to this room was the computer lab where we networked Battlefield 1942, a first person shooter game (rated T for teens) which was a huge draw. We developed community partnerships with local gaming stores, departments of parks and recreation, and a neighboring library to reach out to many more teens. Over several years and with the help of grant money, lots of effort on the part of staff, motivated teens, and positive feedback from parents, this program became a huge success.
At the Public Library of Charlotte & Mecklenburg County (NC), where I am currently the Technology Education Librarian, we offer a monthly video game club, after-hours family tabletop and video gaming events. and are beginning a class in video game creation. Libraries are developing lifelong users through gaming programs.
As the column editor of “The Gaming Life,” I would like to hear about your innovative ideas for incorporating gaming into your library programming. Here are some suggestions to help your library become part of the revolution that is sweeping libraries across the country.
Know what they are playing
When young people come to the desk asking for reader’s advisory services, we probably wouldn’t hesitate to ask what book they are currently reading. But what if they are wearing an “I heart elves” t-shirt (a reference to the online game, WoW—World of Warcraft) or battling furiously with a handheld device. Ask them what they are playing and take some time to learn more about the game.
Create a time for gaming
Kids rushing into the library during or after school to competitively play RuneScape will disturb other library patrons. Think about creating a time slot just for gaming. Whether it’s right after school for an hour or two, or in between classes, set aside some time when kids can interact together over a computer screen or a table game.
Play with them
While nothing might be more humorous than playing Pictionary with a librarian who is artistically challenged, think of how it would engage young people. Give yourself the chance to interact with the population you serve by arranging for a brief break from shelving or weeding books and play games with them. There are plenty of pick up and play card games such as Apples to Apples and Fluxx.
Build positive communication
Support from and positive communication with family members can be important to tweens and teens. Plan for family game nights with a variety of games such as Monkey Ball or Burn Out. Valuing young people as resources by asking them about the kinds of gaming programs and services they would like at the library will go a long way in developing their participation.
Change your library’s image through outreach
Do you give booktalks at schools? Go one step further and bring along some cheat codes for popular video games. Depending on the age of your audience, bring a movie such as Dragon Ball Z or Pokemon to let them know about the different formats the library carries and to appeal to gamers.
Merchandising and advertising
During summer reading programs, give away prizes such as inexpensive bookmarks or more costly t-shirts or mugs that publicize your program, or ask a local gaming store to donate prizes. Have gaming opportunities that match the theme of summer reading or tournaments for Teen Tech Week. Use social networks such as MySpace to invite teens you have “friended.” They will tell their peers and the news will spread. Be sure to take photos or even videos of the activities to attract more people next time.
Have fun
It’s good to laugh at yourself when you can’t seem to remember which buttons to press on the wireless guitar for Guitar Hero II or how to steer a car on the screen so it won’t crash. It’s okay. Practice. Develop relationships with young gamers so they will want to come back to the library again and again.
Author Information
Kelly Czarnecki is the technology education librarian of ImaginOn, a collaborative venture between the Public Library of Charlotte & Mecklenburg County and the Children’s Theatre of Charlotte, NC. She is also the co-chair of the YALSA gaming discussion group.

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