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Gaming in libraries has become more of a mainstream service rather than a curious exception. A library gaming program is not just a source of entertainment; it can further engage the library and its patrons with their community. Gaming can help children learn valuable skills like collaboration, problemsolving, teamwork, and coping with negative emotion.
Gaming in libraries has become more of a mainstream service rather than a curious exception. A library gaming program is not just a source of entertainment; it can further engage the library and its patrons with their community. Gaming can help children learn valuable skills like collaboration, problemsolving, teamwork, and coping with negative emotion.
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Gaming in libraries has become more of a mainstream service rather than a curious exception. A library gaming program is not just a source of entertainment; it can further engage the library and its patrons with their community. Gaming can help children learn valuable skills like collaboration, problemsolving, teamwork, and coping with negative emotion.
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Library gaming programs offer transformational by Jenny Levine experiences for youth and adult users alike
and general themes have begun portant to understand the facts
T e2008 may remember as the year in to emerge. Overall, it's clear that about gaming and children, as well hich gaming be- there are as common mis- came just like any some com- conceptions. other service in libraries, with mon lessons Gaminig is just Much has been librarians implementing gaming libraries one mo re way written about the initiatives that look very much are learn- idea that there is like those we already offer for ing from that lib raries can a connection be - books, movies, music, and com- implement- continule to offer a tween a child's puters for as varied an audience ing gaming, mix of recreatio nal, social, video game use as other library services are of- and as with and violent be- fered. As gaming in libraries has everything and communal activities, havior. Lawrence become more of a mainstream else in Kutner and service rather than a curious our profession, librar- Cheryl K. Olson, cofounders and di- exception, anecdotal evidence ians want to share those les- rectors of the Harvard Medical has appeared on mailing lists, in sons with their colleagues. School Center for Mental Health and newspaper articles, in conference As gaming programs become Media, wrote the book Grand Theft presentations, and on blog posts, more and more common, it's im- Childhood (Simon and Schuster, 2008), which debunks some com- mons myths about gaming and chil- dren. They found that the statistical link between gaming and violent behavior was tenuous at best, and that gaming actually helped children learn valuable skills like collabora- tion, problem- solving, teamwork, GRN THEW and coping with negative emotion. A library gaming program is not just a source of entertainment; it a. can further engage the library and 8 its patrons with their community. E The transformations that occur when libraries bring people togeth- er around content cannot be dictat- ed, forced, or structured. And yet, many libraries are now using video M games as an infrastructure to pro- vide transformational experiences
JENNY LEVINE is the internet development
specialistand strategy guide for the American Grand Theft Childhood?, the website associated with GrandTheft Childhood: The LibraryAssociation's informationtechnology E SurprisingTruth about Violent Video Games (www.grandtheftchildhood.com) department. M for traditional nonusers in order to geared towards these "Genre X" (the when making gaming a part of your connect with them on a personal library's term for patrons in the 20- library, the best approach is a care- level. When this happens, these 35 age range) patrons were ex- fully planned one. The Nebraska connections be- tremely Library Commission learned this come just as Gaming may be a successful and lesson the hard way when it used powerful as the generated inter- library funds to purchase some ones today's good opportunity to try est in the library gaming equipment. While the com- adults experi- something new with a low beyond gaming. mission made an effort to keep the enced in their barrier to entry. In addition to public informed of what they were youth, and they helping to in- doing, a minor public uproar en- give these teens crease the syner- sued when some officials failed to that same sense of engagement with gy between library and community, understand the context and accused their libraries. For instance, the gaming can also help the library in a the librarians of a misuse of public John C. Fremont Library District, a very practical sense-it can be used funds (AL, Apr., p. 16). small, rural public library in Flor- as a means of fundraising. The July A glance at other popular media ence, Colorado, managed to com- issue of Library Technology Reports (music, movies, television, books) pletely reinvigorate its relationship looks in detail at another suburban highlights escapism and a connec- with children and teenagers in their Chicago facility, the Downers Grove tion to our local community as dom- community by offering Wii gaming Public Library. inant themes in tournaments. This library When making gaming part a world hit hard booked Rick Bol- by a global re- Reaching new users of your library, the best ton, founder of cession. Gam- Of course, the appeal and utility of Library Mini Golf, approach is a carefully ing is just one gaming in libraries is not limited to to stage an event planned one. more way that children and teens. The average age where patrons libraries can of today's gamer is 35. Libraries can could play at a continue to of- reach out to twenty- somethings and temporary course set up in the fer a mix of recreation, social, and thirty- somethings, a traditionally building. By admitting patrons for a communal activities in a safe, non- underserved audience itself, using a small fee, the library was able to commercial space. The case studies variety of gaming programs. At the support both its profile and its in this issue of LTR show there are Oak Park Public Library in suburban budget. benefits, unintended consequences, Chicago, after-hours gaming events Like any other library program, and valuable interactions that don't happen anywhere else in the com- munity when libraries provide com- munal gaming spaces. Whether your goal is to offer rec- reation around content (similar to book discussion groups and craft programs), social communal space (adult programming, rooms for knitters), literacy programs (story- time), interactions between differ- ent demographics (family events. multigenerational programming), or something else altogether, gam- ing may be a good opportunity to try something new with a low barrier to entry in terms of cost and resources. Ask yourself what outcomes you want to achieve at your library, and reflect on these case studies to see how gaming can help you achieve Teen Halloween Party (2008) with video games at the John C. Fremont Public Library. them. I LIn Mv COPYRIGHT INFORMATION
TITLE: Gaming, All Grown Up
SOURCE: Am Libr 40 no8/9 Ag/S 2009
The magazine publisher is the copyright holder of this article and it
is reproduced with permission. Further reproduction of this article in violation of the copyright is prohibited. To contact the publisher: http://www.ala.org/