Gaming in the Public Library Kathryn Kelley 9410 Developing and Organizing Media Collections Assignment 1 September 16, 2008
Why Gaming? Benefits to Public Library: <ul><li>Provides relevant programming & outreach for teens </li></ul><ul><li>Enhan...
Why Gaming? Benefits to Patrons: <ul><li>Gaming appeals to teen boys, an underserved segment of the public library, but is...
Who are the Gamers? <ul><li>28.2% under 18 years </li></ul><ul><li>47.6% 18 - 49 years </li></ul><ul><li>24.2% 50 + years ...
Who are the Gamers? <ul><li>By Gender (2007) </li></ul><ul><li>62% Male </li></ul><ul><li>32% Female* </li></ul><ul><li>*W...
What are the Most  Popular Games? (Entertainment Software Association, 2007, p. 5).
What’s Next? <ul><li>Form task group  of YA librarians & library staff, teen advisory board, parents, and library board me...
References <ul><ul><li>Entertainment Software Association. (2007). 2007 sales, demographic and usage data: essential facts...
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Gaming in the Public Library pt 1

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Game programming for teens in the public library.

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Gaming in the Public Library pt 1

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