“What if traditionally apathetic library users were instead motivated to get up early on a Saturday morning and plead for library staff members to open the doors?” author Jenny Levine asks in the introduction to "Gaming and Libraries: Intersection of Services," the 5th issue in volume 42 of Library Technology Reports.
In this issue of LTR, numerous detailed examples of what libraries are already doing—including public, school, and academic libraries—provide Levine the springboard to illustrate how librarians can reap positive gains by proactively, creatively, and (above all) affordably integrating gaming into the services and programs already offered at your library. The case studies reveal that gaming programs often turn out to be among the most popular a library can offer. “I have yet to hear about a library of any type offering gaming that has received negative feedback from patrons,” Jenny notes.
All the way to the conclusion of her report, “What Librarians Can Learn from Gamers,” Levine entertains as she informs. Along the way, you can:
- Read the section “But They're Not Books!” to discover how things look when you turn the question “Why gaming?” on its head.
- Focus on educational value as she shows how these “cognitive workouts” are proven to enhance the development of learning and literacy skills.
- Get insights into the social value of gaming—an activity that cuts across age, socioeconomic groups, gender, and technical know-how—from “Meet the Gamers.”
- Learn how other libraries, with creative planning and little money, have incorporated gaming services for a big return on investment. The appendix section of the report includes materials (librarian-created press releases, real examples of promotional fliers, and staff checklists for game-day events) that librarians can build upon to create a successful gaming program at any type of library—which can engage your community's youth and adult gaming populations.
The issue covers video game consoles (e.g., MicroSoft's Xbox 360, Nintendo's GameCube, and Sony's PlayStation), computer-based games (e.g., Myst, The Sims, Civilization IV), and Web-based games (e.g., Bookworm and PopCap Games) as well as some of the common gaming-equipment setups/configurations in libraries.
About the Author
Jenny Levine is the author of the popular blog The Shifted Librarian blog. She is currently Internet Development Specialist and Strategy Guide for the American Library Association's Information Technology and Technical Systems and Publishing departments.
Learn more about gaming and libraries at the ALA TechSource Gaming, Learning, and Libraries Symposium, July 22-24, 2007, in Chicago, IL. Visit http://gaming.techsource.ala.org/index.php/Main_Page for more information on the event and/or to submit a proposal (deadline March 1, 2007) for the Symposium.