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Gaming in the Public Library pt 1
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Gaming in the Public Library pt 1

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Game programming for teens in the public library.

Game programming for teens in the public library.


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  • 1. Gaming in the Public Library Kathryn Kelley 9410 Developing and Organizing Media Collections Assignment 1 September 16, 2008
  • 2. Why Gaming? Benefits to Public Library:
    • Provides relevant programming & outreach for teens
    • Enhances positive relationships between teen patrons and library staff
    • Increases public library usage statistics by teens
    • Patron interest in gaming can lead to increased use of other library services and materials
    • Positions public libraries as community centers and at the forefront of technology
  • 3. Why Gaming? Benefits to Patrons:
    • Gaming appeals to teen boys, an underserved segment of the public library, but is also appropriate for a range of ages
    • Gaming in the library provides opportunities for patrons who don’t own gaming equipment
    • Gaming develops cognitive skills, critical thinking, social interaction
    • Gaming programs in the library fulfills parents’ need for safe, supervised, productive activities for their children
  • 4. Who are the Gamers?
    • 28.2% under 18 years
    • 47.6% 18 - 49 years
    • 24.2% 50 + years
    (Entertainment Software Association, 2007, p.3) By Age (2007)
  • 5. Who are the Gamers?
    • By Gender (2007)
    • 62% Male
    • 32% Female*
    • *Women aged 18 years or older comprise a larger portion (31%) of the game-playing population than boys aged 17 or younger (20%). (Entertainment Software Association, 2007, p. 3).
  • 6. What are the Most Popular Games? (Entertainment Software Association, 2007, p. 5).
  • 7. What’s Next?
    • Form task group of YA librarians & library staff, teen advisory board, parents, and library board members to discuss needs/concerns
    • Survey other library gaming programs
    • Attend gaming workshops and sessions
    • Identify and price popular game systems and software
    • Budget for establishment of gaming program and materials, promotion & advertising, future collection expenses
    • Design gaming programming
    • Train library staff
    • Catalog materials
  • 8. References
      • Entertainment Software Association. (2007). 2007 sales, demographic and usage data: essential facts about the computer and video game industry. Retrieved September 12, 2008 from http://www.theesa.com/facts/pdfs/ESA_EF_2007.pdf

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