Gaming in the Public Library pt 1

  • 788 views
Uploaded on

Game programming for teens in the public library.

Game programming for teens in the public library.

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
    Be the first to like this
No Downloads

Views

Total Views
788
On Slideshare
0
From Embeds
0
Number of Embeds
0

Actions

Shares
Downloads
11
Comments
0
Likes
0

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

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