"Pilots. Pilots. Pilots."
~Julie Scordato,
Columbus Metropolitan Library
Columbus, OH | |
Teen Gaming
Columbus Metropolian Library, Columbus OH
To advocate for gaming at the library, Youth Services Leader: Teen Services Julie Scordato submitted a 30-page proposal that tied gaming to the Search Institute’s 40 Developmental Assets for Adolescents as well as Library Mission, Vision and Values, and provided anecdotal evidence from early pilots. The Board of Trustees approved allocation of over $40,000 in library funds for gaming in the branches and receives regular reports about gaming services.
The goals of the program were to increase teen attendance to the library, and to increase promotion of library opportunities to teens.
Running the Program
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The library purchased PS2 and Wii consoles, Guitar Hero 1, 2, 3, and Rock the 80’s, Wii Sports, Wii Play, Mario Striker, Mario Kart, Super Smash Brothers Melee, Madden NFL ‘07, NK2007, and Dance Dance Revolution. At the events, in addition to game play, teens played board games at some branches, and browsed and read materials they brought with them. |
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During the summer of 2007, some branches offered gaming as often as once a week over the 8 week period. Over 2000 teens attended gaming programs across the system.Programs were held in library meeting rooms or open areas in the library like the Main Library’s teen room.
During Teen Read Week 2007, branches offered both open play and Guitar Hero II Tournaments. Red Octane, the company that makes Guitar Hero donated hats, t-shirts and wrist bands to every branch that hosted a tournament. Over 350 teens attended the events. One librarian reported, "…it was a great opportunity for me to interact with teens who would not normally open up to me. I set up a book display featuring books from the Teen Tech Week and after I promoted them, nearly all of them were checked out."
Marketing
Gaming is marketed to teens via the library website and the Summer Reading Calendar.
Literacy Connections
At the events, in addition to game play, teens played board games at some branches, and browsed and read materials they brought with them. Teens are participating in other library programs, such as book discussion groups initiated by gamers.
These gaming services supported a variety of literacies beyond print and summer reading programs. The games required players to think critically about what information they need to succeed in the game.
Players trying to increase their game performance recognized they had a need for additional information and strategies. They searched through a variety of sources and synthesized their new knowledge with their existing experiences to create a new understanding and improve their gameplay.
This continued application of text and visual analysis and evaluation created opportunities for players to apply information and visual literacy skills. Teens also communicated this knowledge with both existing peer groups and new communities.
Impact
Since March 2007, Columbus Metropolitan Library has served approximately 9,000 teens ages 12-18, the majority of them male. Children’s and family programs started in summer 2008. The majority of teen gamers are repeat visitors. They bring friends and family members (like cousins) to gaming events. Staff note improved behavior from teens with colored histories with staff and security policies, and teens are participating in other library programs. Some branches are recruiting gamers to help learn GT System software and run test tournaments.
Gaming has reached out to a diverse audience, has recruited VolunTeens and giving our teen services staff a chance to build relationships with their teen customers. Parents also appreciate our gaming programs as a safe place for their teens to socialize in a diverse environment.
The Linden Branch (a small, urban branch) welcomed 369 teens to their gaming programs from August to December 31, 2007.
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Linden’s weekly teen book discussion group launched in early December. All five repeat members of the group are regular gaming participants. The first book they read was The Afterlife by Gary Soto. |
A librarian at the New Albany branch shares this story: "Justin (not his real name) had not been a regular at the library. During the gaming program, I found out that he actually plays guitar for real and we have had a continual discussion about all things guitar since then. I've even signed him up for a library card a couple of weeks ago and now I see him come in every once in a while to check out CDs or DVDs. I've steered him over to the guitar books and while he acts nonchalant about it, I have noticed him over there looking through them on his own. It is no secret that teens take their own course sometimes and it's difficult to ascertain if some of what we do actually gets through to them. However, with this teen in particular, it seems that he has become a "casual customer" and will discover the library as it occurs to him - and that's still a gratifying thing to see."
Budget
The Board of Trustees approved allocation of library funds for gaming: $25,000 in 2007 and $16,750. At the end of 2007, each location was given about $260 to spend at their discretion, and a Rock Band bundle was purchased to circulate among the branches. In 2008, the library approved $16,750 for gaming, and have approved $10,000 for 2009.
Resources
For more information, please contact Julie Scordato at jscordato@columbuslibrary.org.
Columbus Metropolitan Library Gaming Proposal
Scordato, Julie. Gaming @ CML: Sustainable Success at the Columbus Metropolitan Library. ALA Midwinter, 2007.
Interview with Julie Scordato. Games in Libraries. Episode 9. December 9, 2008.
40 Development Assets for Adolescents. The Search Institute, 1997. http://search-institute.org/content/40-developmental-assets-adolescents-ages-12-18. February 12, 2009.
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