gaming @ your library logo

The Librarian's Guide to Gaming:

An Online Toolkit for Building Gaming ala @your library  logo

HISTORY TOOLS AND RESOURCES BEST PRACTICES CALENDAR

 

Liz Danforth, librarian"Offering variety--board, card, electronic, online--helps keep those occupied who can’t get a turn on the most-favored game fast enough."

 

~Liz Danforth
Pima County Library
Tucson, AZ
 

 

Teens & Tween Gaming

Pima County Library, Tucson, AZ

Pima County Public Library is a large public library system, made up of 27 branches serving the population of Pima County: 516,000, in Tucson and up to 1 million in the metro-Tucson area. There are branches located in urban, suburban and rural areas of the county.

Minimal gaming existed before Liz Danforth came on board as a library assistant. She initiated it at the Tucson branch simply by asking for it –the library was already interested.

The goals of the program were to match storytime attendance at this branch, to build a community of local teens, to create a teen advisory council and teen advocacy program, and to grow attendance for other teen programs.

 

Running the Program

Instituting gaming was both easier and harder then it seemed. Having someone on hand who is game-savvy and comfortable setting up equipment is invaluable. At the Tucson branch, a volunteer, a library-school student and a substitute librarian who brings her 11 year old (and sometimes friends of his too) pitch in.

Lego Star Wars   Games played included Dance Dance Revolution (DDR) Supernova and others), GH2, Rockband, Eragon, XMen, and LEGO Star Wars on PlayStation 2/3, and Wii Sports, Big Brain Academy, DDR: Hottest Dance Party, and Rock Band on the Wii.

For tabletop games, tweens & teens played chess, Yahtzee, Fluxx, Trivial Pursuit; Sorry! and Tsuro were particular favorites.

On laptops, tweens & teens played RuneScape,Pirates of the Caribbean, and many that staff didn’t recognize. Teens were invited to choose what they wanted to play on the computers; the instructions are “make sure it’s a game and not just a chatroom.”

Aside from gaming, participants enjoyed snacks: juice drinks, water, pretzels, grapes, red licorice, nutrigrain bars, popcorn (sometimes – very messy!). Feed them and they will come. Lots. Don’t stint and risk running out, especially of liquids.

 

Equipment

At the various events, the library offered used PS2, PS3, Wii, up to two televisions, up to 9 laptops, and board games.

 

Facility

Gaming events took place in an 850 square foot meeting room.

 

Marketing

Gaming events for tweens and teens were publicized on the library website; flyers were posted in the library and occasionally at nearby branches.

 

Literacy Connections

This wide approach to gaming through videogames and board games supported a wide variety of literacy applications. The games require players to think critically about what information they need to succeed in the game. They must evaluate if they have enough information or if they needed to seek out additional sources.

Tsuro   The players seek out print and visual information inside and outside of the game. The players work in community to evaluate the information in order to create new knowledge, and new strategies, to be successful.

Players in RuneScape and other online games collaborate virtually in diverse communities (ages, sexes, races) to evaluate new information, items/weapons, and quests within the game. Board games support traditional reading skills in addition to building new player communities that share their experiences and knowledge.

 

Impact

There was consistent attendance by core of teens, some of whom are expressing an interest in the secondary aspects of branch involvement. On average, attendance was about 20 teens, with a 50/50 – male/female ratio; participants typically ranged in age from 11-15, with one 40 year who came and helped out. The average age of participants was 12 years old.

Gaming attendance exceed storytime attendance 75% of the time. The teens began an anime club, and applied for positions on the advocacy and teen councils.

 

Funding $135.00

Funding for refreshments came from branch programming budget. Games were purchased previously through Youth Services, donated by local science fiction club, loaned by the librarian, and loaned by summer reading club teen volunteer (Rock Band).

Game materials: $0!

Refreshments: $135.00

 

Resources

For more information, please contact Liz Danforth at etdanforth@gmail.com.

Gaming Day Evaluation

Disney's Pirates of the Caribbean online

RuneScape


HISTORY TOOLS AND RESOURCES BEST PRACTICES
  That Was Then: A brief history of gaming in libraries.

This Is Now:
A snapshot of gaming in libraries today.


 

Talking Points: Connecting games & literacy.

Evaluation:
Tools to measure your success.


  First Steps:
Easy, low-cost models for beginners

Next Steps:
Models large in scope and scale.

Gaming @ your library is an initiative of the American Library Association.
This initiative is generously funded by the Verizon Foundation