Gaming in the Public Library pt 1

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    Gaming in the Public Library pt 1 - Presentation Transcript

    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

    + Kathryn KelleyKathryn Kelley, 2 years ago

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    Game programming for teens in the public library.

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