2. Reference Question #1
Are there Gender Differences in
Young Adult Information Seeking?
In my observations, teen girls are more willing
to use an index, or jot down possible titles or
subject headings and then go get the
material. It seems guys want the quickest
and easiest route to the information.
Welch 2007, p.180
3. Research Shows that Young Adult Men:
• View the library as ineffective in meeting their
• Tend to have immediate information needs due to
“last minute” projects
• Are reluctant to ask for help searching Welch 2007, p.180
• Dislike the search process and appreciate
“shortcuts” Welch, 2007, p.180
• Prefer non-fiction to fiction books
• Prefer magazines/comics to books
• Use more “hits per minute” on computers and can be
more effective web searchers than women Roy, Taylor & Chi,
4. Research Shows That Young
• Express more positive views of libraries success in
meeting their information needs Agosto, 2007
• Like narrative fiction better than non-fiction
• Are more patient with the research process
Welch 2007, p.180
• Take responsibility for gathering sex and
reproductive health information
• Use less “hits per minute” than men in web
searching, tend to read more webpage content
Roy, Taylor & Chi, 2003
5. Young Men and Women use the
• They have different methods of seeking
information and different preferences
• They have different feelings about asking
• They desire different reading materials
• They have different “life concerns”
• They have different attitudes about the
library environment and are often treated
6. Reference Question #2
How Can You Engage Young
Adults in The Library?
Young people read, seek, use, transfer and
interpret information well beyond the
boundaries of life’s “concerns”... Not all of
their literacies help solve “problems” or
make a serious decision. In other words,
they also seek joy.
Anthony Bernier from
Chelton & Cool, 2007, p.xx
7. Attracting Teens to the Library
The attitudes of library staff do influence
the attraction of young adults to public
libraries. Bishop & Bauer 2002
• Teens want to find multiple copies of
popular books in good condition
• Teens prefer a bookstore atmosphere-
welcoming spaces, not morgues!
• Teens want volunteer opportunities
• Teens want access to technology and
• Teens do not think libraries are cool,
but are willing to help them change
8. Attracting Boys to the Library
Mike McQueen http://www.guysread.com
• Encourage FOOD!
• Provide comfortable seats
• Make it look cool
• Provide materials that boys like
• Develop relationships
• Involve parents
• Start library programs boys like (Free
Mike McQueen, 2009
9. Teen Programs
In the past we offered numerous programs,
and the turnout was usually zero to two or
three kids…This past summer we started a
teen council, ... and we have about eight
members. They have now started to decide
what kind of programs they want. Our first
program was origami, and we had thirty to
forty kids out.
Bishop & Bauer,
10. Successful Teen Programs
Patrick Jones- www.connectingYA.com
• Teen Lock-ins
• Mother/daughter or Father/son book
• Poetry and short story contests
• Teen Art Show
• Teen suggestion box
• Teen Library “zine”
• Poster Design Contest
• PSAT Night with teacher from Kaplan
11. Successful Teen Programs (2)
Patrick Jones- www.connectingYA.com
• Battle of the Bands (held outside)
• Pizza and Games/Movie Night -after hours
• Buddy Programs reading to young children
or seniors in nursing homes
• Henna Tattoo -Crafts
• Teen Coffee House- one night per week
• Games Night-board and video
12. Teen Programs Best Practice
• Get E-mail addresses of any teen who attends teen
• Develop programs with other teen-serving agencies:
Juvenile Detention Center, programs for teen
mothers, or GED/ESL classes
• Film teen library “spots” (in cooperation with local
cable access channel)
• Partner with local Parks and Recreation for mutual
• Send library card applications to local school media
centers, mail cards to students
• Allow teens to manage teen or children’s programs
13. Evaluating your Young Adult Library
• A short survey can be an effective method of
determining your YA libraries’ needs. Mikowski, 2003
• A focus group or advisory panel consisting of
teens can enlighten staff to teens library needs.
Walter & Meyers, 2003, p. 111
• Teen programs should include “outcome targets”,
or objectives for evaluating a programs level of
success. These should include more than just
quantitative data and may involve talking to
patrons! Walter & Meyers, 2003 p. 91
14. Reference Question #3
Is Gaming a Good Option for
Young Adult Libraries?
The primary goal of a library’s YA space
is to provide information to teens, in
whatever form it is packaged. By
overlooking games, librarians ignore a
huge segment of the teen population.
15. Gaming and Learning
• Gamers consistently outperform non-gamers in tests of
attention span and information-processing time. After 1 week
of gaming, non-gamers scores on standard visual tests
improved. Johnson 2007
• The Federation of American Scientists (FAS) endorsed video
games as a potential means for teaching “higher-order
thinking skills, such as strategic thinking, interpretive analysis,
problem solving, plan formulation and execution, and
adaptation to rapid change.” Johnson 2007
• Laparoscopic surgeons who played games for more than 3
hours a week made 37% fewer errors than their non-gaming
peers, thanks to improved hand-eye coordination and depth
perception. Johnson 2007
16. Gaming in The Library
• Scordato (2008) states,” The first thing to recognize about
American video game culture is that it's not a niche consumer
group and hasn't been for a very long time.”
• Gaming appeals to more than just teens: 76% of American heads
of households play computer and video games. The average age
of a game player is 33 and has been playing for an average of 12
years. Scordato, 2008
• Sanford (2008) highly recommends the placement of video games
in public and school libraries, believing libraries have the perfect
structure to support this new complex, non-linear and fast-paced
type of learning. Sanford applauds the idea of the “new library”
that recognizes the strong connections between “learning” and
17. Where Gaming Meets Literature
• Manga titles such as Hack
and Kingdom Hearts are a • Novelizations of popular
good fit due to some online video games such as the
gaming crossover. Halo series, Doom and
Resident Evil are still
• Online Role Playing and popular
video games are the
subjects of Gloria • Popular Gaming magazines
Skurzynski’s Virtual War such as Playstation, Games
Chronologs, Conor Kostick’s for Windows and PSM
Epic and Rune Michaels’ Welch 2008
18. Reference Question #4
What are the Best Readers Advisories
for Young Adult Libraries?
• ALAN: The Assembly on Literature for Adolescents
• Teen Librarian
• YALSA: Young Adult Library Services Association
19. Best Readers Advisories (2)
• A librarians guide to manga and anime:
• Recommended Graphic Novels
for Public Libraries
• Reading Rants!
Out of the Ordinary Teen Booklists!
• Guys Read
20. Other Useful Sites
• Internet Public Library for Teens
• Patrick Jones
• Mike McQueen-Getting Boys to Read
Agosto, D.E., Paone, K.L. & Ipoock, G.S. (2007) The Female-Friendly Public Library: Gender Differences in Adolescents' Uses and
Perceptions of U.S. Public Libraries. Library Trends. (56)2, 387-401.
Bishop, K. & Bauer, P (2002). Attracting Young Adults to Public Libraries: Frances Henne YALSA/VOYA Research Grant Results.
Journal of Youth Services in Libraries. (15)2, 36-44.
Chelton, M.K. & Cool, C. (2007). Youth Information Seeking Behavior II. Lanham, Maryland, Scarecrow Press.
Johnson, S. & Schlesinger, V. (2007) This is your Brain on Video Games. Discover. Retrieved from
Jones, P. (2008) Patrick Jones, Presentations. Retrieved July 5, 2009 from http://www.connectingya.com/presentations.html
Machado, J., Lentz, B,. Wallace, R., & Honig-Bear, S. (2000). A Survey of Best Practices in Youth Services around the Country: A
View from One Library. .Journal of Youth Services in Libraries. (13)2, 30-35.
McQueen, M. (2009) Getting Boys to Read. Retrieved July 3, 2009 from http://www.gettingboystoread.com/
22. References (2)
Meyers, E. E. (1999). The Coolness Factor: Ten Libraries Listen to Youth. American Libraries, (30)10, 42-45.
Mikowski, L. (2003). OLA. (9)3, 16-17.
Roy, M., Taylor, R,. Chi, M, T,H. (2003) Searching for Information Online and Offline: Gender Differences among Middle School
Students. Journal of Educational Computing Research (29)2 229-252.
Sanford, K, & Madill, L (2007) Understanding the power of new literacies through video game play and design. Canadian Journal
of Education. (30)2: 432(24).
Sanford, K. (2008) Videogames in the Library? What Is the World Coming To? School Libraries Worldwide (14)2, 83-88.
Scordato, J. (2008) Gaming as a Library Service. Public Libraries. (47)1 67-73.
Walter, V.A. & Meyers, E.E. (2003). Teens and Libraries: Getting it Right. Chicago, American Library Association.
Weisel, H. (2003). YA Resources 101. OLA (9)3 18-24.
Welch, R.J. (2007). The Guy Friendly YA Library. Westport, CT: Libraries Unlimited.
Welch, R.J. (2008). From Platforms to Books? I’m Game. Young Adult Library Services (6)2, 30-31.
Wilson, H,. (2005) Gaming for Librarians: An Introduction. Voice of Youth Advocates. (27)6, 446-449.