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People are “lifelong players built to benefit from play at any age.”
Dr. Stuart Brown1
Abstract
Like traditional print resources, games present stories and
information in many formats, such as board games, video games, and
virtual reality. Many American public libraries have begun offering
gaming programs and resources to their communities, and Sunnyvale
Public Library (SPL) is one of these public libraries challenging library
users to pick up their controllers, roll the dice, and experience the
benefits of play. Because play is often associated with childhood, many
libraries focus on children and teen as primary target audiences for
gaming programs. However, play is a process critically important for
adults as it is for children and teens.
Introduction
Animals, including humans, are biologically programmed to play.
Play acts as a catalyst to develop and fine-tune problem-solving skills
used to adapt to environments. Play helps humans establish and
strengthen neural connections, improve mood, express emotions, and
develop empathy and social interaction skills.1
While commonly
associated with childhood, humans develop their entire lifetime, and
plays stimulates this growth.
Libraries understand play as part of human culture through art,
stories, and festivals related to promoting literacy in childhood, as
evidenced by the American Library Association.3
While it is important
to develop critical thinking, problem-solving, decision-making,
information literacy, and social skills in childhood and adolescence,
these skills need to be carried into adulthood and practiced.
Nicholson (2010) connects library missions to recreational media as a
significant form of entertainment in adult education that can be used in
a nonbiased, safe space with community members.4
Games can attract
active and underserved library users, create a community hub, meet the
library’s mission, provide entertainment, and create publicity.
There are opportunities for libraries to connect with their
communities using games. Meyer & Harris (2010) explain, “No matter
the type of game, there is a shared element of play that transcends
formats, genre, and difficulty” (14).5
Libraries may consider the
popularity of particular games, such as hobby games including board,
card, and dice games, video games, puzzles, and others like eSporting.
Grown-ups Can Play Too: Gaming Programs for Adults
Heather C. Johnson, Librarian
hcjohnson@sunnyvale.ca.gov
Sunnyvale Public Library, 665 W. Olive Avenue, Sunnyvale, CA 94086
Programs
At Sunnyvale Public Library, staff considered a variety of games that
were marketed to adults, including video games, board games, puzzles,
virtual reality, Adults Create, and escape rooms. These have been adapted
based on user feedback using surveys and white boards.
Marketing
More than half of
Americans play video
games, but only 10%
label themselves as
“gamers”. Americans
have mixed attitudes
related to games and
gaming, thinking “games
are a waste of time” and
that they promote team-
work, communication,
and problem-solving skills.12
Marketing methods, including print and
electronic calendars, emails, social media posts, and print flyers, took
this research into consideration and targeted the adult community.
Assessment
Informal and formal methods of assessment, including surveys,
satisfaction ratings, and reviews from social media were utilized.
References
11
Bogost, I. (2016). Play anything: The pleasure of limits, the uses of boredom, and the secret of games. New York, NY: Basic Books.
1
Brown, Stuart. (2009). Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul. Avery, the Penguin Group: New York, New
York.
8
Casselman, B. (2015, May 22). “ESports is a massive industry -- and it's growing - espn.com.” Retrieved October 24, 2016, from
http://www.espn.com/espn/story/_/id/13059210/esports-massive-industry-growing.
10
Entertainment Software Association. “2016 Essential Facts.” (2016, April). Retrieved October 24, 2016, from
http://essentialfacts.theesa.com/Essential-Facts-2016.pdf.
7
Griepp, M. (2016, August 1). ICv2: Hobby Games Market Nearly $1.2 Billion. Retrieved October 24, 2016, from
http://icv2.com/articles/news/view/35150/hobby-games-market-nearly-1-2-billion.
5
Mayer, Brian & Harris, Christopher. (2010). Libraries Got Game: Aligned Learning Through Modern Board Games. American Library Association:
Chicago, Illinois.
6
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.
9
Morris, C. (2016, February 16). “Level up! Video game industry revenues soar in 2015” - Fortune. Retrieved October 24, 2016, from
http://fortune.com/2016/02/16/video-game-industry-revenues-2015/.
3
Nespeca, Sue McCleaf. (2012, September 10). “The Importance of Play, Particularly Constructive Play, in Public Library Programming.”
American Library Association. http://www.ala.org/alsc/sites/ala.org.alsc/files/content/Play_formatted.pdf.
4
Nicolson, Scott. (2010). Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages. Information Today, Inc.: Medford, New
Jersey.
12
Pew Research Center. “Gaming and Gamers.” (2015, December 15). Retrieved October 24, 2016, from
http://www.pewinternet.org/2015/12/15/gaming-and-gamers/.
2
Sutton-Smith, Brian (2015, May 29). “The opposite of play is not work — it is depression.” Stanford Neurosciences Institute.
https://neuroscience.stanford.edu/news/opposite-play-not-work-%E2%80%94-it-depression.
46
shares
7-10
People are “lifelong players built to benefit from play at any age.”
Dr. Stuart Brown1
The opposite of play is not work —it is depression.
Dr. Brian Sutton-Smith2
The games we play stoke our appetite for engagement, pushing and
enabling us to make stronger connections--and bigger contributions--
to the world around us.
Dr. Jane McGonigal6
[Play] helps us pursue a greater respect for the things, people,
and situations around us.
Ian Bogost11

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CLAPosterFinal-GrownUps

  • 1. People are “lifelong players built to benefit from play at any age.” Dr. Stuart Brown1 Abstract Like traditional print resources, games present stories and information in many formats, such as board games, video games, and virtual reality. Many American public libraries have begun offering gaming programs and resources to their communities, and Sunnyvale Public Library (SPL) is one of these public libraries challenging library users to pick up their controllers, roll the dice, and experience the benefits of play. Because play is often associated with childhood, many libraries focus on children and teen as primary target audiences for gaming programs. However, play is a process critically important for adults as it is for children and teens. Introduction Animals, including humans, are biologically programmed to play. Play acts as a catalyst to develop and fine-tune problem-solving skills used to adapt to environments. Play helps humans establish and strengthen neural connections, improve mood, express emotions, and develop empathy and social interaction skills.1 While commonly associated with childhood, humans develop their entire lifetime, and plays stimulates this growth. Libraries understand play as part of human culture through art, stories, and festivals related to promoting literacy in childhood, as evidenced by the American Library Association.3 While it is important to develop critical thinking, problem-solving, decision-making, information literacy, and social skills in childhood and adolescence, these skills need to be carried into adulthood and practiced. Nicholson (2010) connects library missions to recreational media as a significant form of entertainment in adult education that can be used in a nonbiased, safe space with community members.4 Games can attract active and underserved library users, create a community hub, meet the library’s mission, provide entertainment, and create publicity. There are opportunities for libraries to connect with their communities using games. Meyer & Harris (2010) explain, “No matter the type of game, there is a shared element of play that transcends formats, genre, and difficulty” (14).5 Libraries may consider the popularity of particular games, such as hobby games including board, card, and dice games, video games, puzzles, and others like eSporting. Grown-ups Can Play Too: Gaming Programs for Adults Heather C. Johnson, Librarian hcjohnson@sunnyvale.ca.gov Sunnyvale Public Library, 665 W. Olive Avenue, Sunnyvale, CA 94086 Programs At Sunnyvale Public Library, staff considered a variety of games that were marketed to adults, including video games, board games, puzzles, virtual reality, Adults Create, and escape rooms. These have been adapted based on user feedback using surveys and white boards. Marketing More than half of Americans play video games, but only 10% label themselves as “gamers”. Americans have mixed attitudes related to games and gaming, thinking “games are a waste of time” and that they promote team- work, communication, and problem-solving skills.12 Marketing methods, including print and electronic calendars, emails, social media posts, and print flyers, took this research into consideration and targeted the adult community. Assessment Informal and formal methods of assessment, including surveys, satisfaction ratings, and reviews from social media were utilized. References 11 Bogost, I. (2016). Play anything: The pleasure of limits, the uses of boredom, and the secret of games. New York, NY: Basic Books. 1 Brown, Stuart. (2009). Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul. Avery, the Penguin Group: New York, New York. 8 Casselman, B. (2015, May 22). “ESports is a massive industry -- and it's growing - espn.com.” Retrieved October 24, 2016, from http://www.espn.com/espn/story/_/id/13059210/esports-massive-industry-growing. 10 Entertainment Software Association. “2016 Essential Facts.” (2016, April). Retrieved October 24, 2016, from http://essentialfacts.theesa.com/Essential-Facts-2016.pdf. 7 Griepp, M. (2016, August 1). ICv2: Hobby Games Market Nearly $1.2 Billion. Retrieved October 24, 2016, from http://icv2.com/articles/news/view/35150/hobby-games-market-nearly-1-2-billion. 5 Mayer, Brian & Harris, Christopher. (2010). Libraries Got Game: Aligned Learning Through Modern Board Games. American Library Association: Chicago, Illinois. 6 McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press. 9 Morris, C. (2016, February 16). “Level up! Video game industry revenues soar in 2015” - Fortune. Retrieved October 24, 2016, from http://fortune.com/2016/02/16/video-game-industry-revenues-2015/. 3 Nespeca, Sue McCleaf. (2012, September 10). “The Importance of Play, Particularly Constructive Play, in Public Library Programming.” American Library Association. http://www.ala.org/alsc/sites/ala.org.alsc/files/content/Play_formatted.pdf. 4 Nicolson, Scott. (2010). Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages. Information Today, Inc.: Medford, New Jersey. 12 Pew Research Center. “Gaming and Gamers.” (2015, December 15). Retrieved October 24, 2016, from http://www.pewinternet.org/2015/12/15/gaming-and-gamers/. 2 Sutton-Smith, Brian (2015, May 29). “The opposite of play is not work — it is depression.” Stanford Neurosciences Institute. https://neuroscience.stanford.edu/news/opposite-play-not-work-%E2%80%94-it-depression. 46 shares 7-10 People are “lifelong players built to benefit from play at any age.” Dr. Stuart Brown1 The opposite of play is not work —it is depression. Dr. Brian Sutton-Smith2 The games we play stoke our appetite for engagement, pushing and enabling us to make stronger connections--and bigger contributions-- to the world around us. Dr. Jane McGonigal6 [Play] helps us pursue a greater respect for the things, people, and situations around us. Ian Bogost11