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The Librarian's Guide to Gaming:

An Online Toolkit for Building Gaming ala @your library  logo

HISTORY TOOLS AND RESOURCES BEST PRACTICES CALENDAR

 

Paul Waelchli"Failure and learning from that failure is an important component."

 
 
 
~Paul Waelchli,
St. Norbert College
De Pere, WI
 

 

Tips from the Expert Panel

 

Advocacy

  • Understand the link between gaming and literacy.
  • Be prepared to answer hard questions. A lot.
  • Staff learning is required to participate.
  • Stay alert to adults sticking their nose in to see what’s happening, and be prepared to talk, talk, talk.
  • Never give up.
  • Be positive, always.
  Jenny Levine Wins Hamsterroll!

 

Planning

  • Plan early.
  • Communicate regularly and clearly.
  • Collaborate.
  • Be flexible.
  • Ask the community what they want and be ready to respond.
  • Set limits and provide structure, but keep rules to a minimum.
  • For shared game kits, organize the equipment in a plastic tub and include a list of where it is to go next as well as a check off list for receiving the equipment.

 

Marketing

  • If possible, be visible from passers-by entering the library, and audible with the music – people step in to see what’s going on.
  • Put up a whiteboard sign in the lobby (ideally) that says “Open Gaming!” with popular game titles, age limits, time.

 

Implementing

  • Don’t be discouraged by governmental purchasing processes.
  • Start small. Pilots. Pilots. Pilots!
  • Do not be afraid of initial failure.
Terri Kirk Rocks Out   Play games yourself, for fun.  There is no substitute for this; gaming is experiential. Even if you stink, they appreciate you for being “game” – and they can take delight in “pwning” you or helping you learn to get better.
  • Complexity results in higher appeal – and value -- to an established audience.
  • Have at least two staff available, but be flexible with “staff” -- youth workers at two locations lead gaming, but in other locations it is librarians or teens themselves. Perhaps the Game Club can host!
  • Feed them and they will come. Don’t stint and risk running out, especially of liquids.
  • Make sure noise level is on the loud side, as much as feasible in your particular setting. They don’t like it too quiet.
  • Offering variety--board, card, electronic, online--helps keep those occupied who can’t get a turn on the most-favored game fast enough.
  • Tournaments always draw a bigger crowd than open play events.
  • Let the players get involved with production, especially as commentators.
  • Where practical, intergenerational programming can be a great opportunity for fostering relationships.

 

Board Game Specifics

  • Put games out on tables, set up – don’t leave them in boxes.
  • Assign someone to act as a game maitre’d to provide gaming advisory and direct participants to ideal game experiences.
  Montpelier gaming
  • Start with modern board games in school settings – fewer issues.
  • Purchase multiple copies of board copies for instruction (two copies) and tournaments (3 or more, depending on number of teams).

 

Videogame Specifics

  • For Pokémon, find a knowledgeable kid in the audience that you trust. Bulbapedia can’t tell you everything.
  • Watch cartoons or other related media for gaming program ideas.
  • Always let players choose their difficulty.  They’d rather not win than suck.
  • Presentation matters.  Have a good sound system and let it be loud.
  • Don’t let the hardcore players talk you out of items or other random elements-- randomness gives less skilled players hope.  Libraries should give people hope.
  • Consider offering headphones or earbuds for computers in same gaming experiences
  • Offer socks (for DDR).

 

Evaluating

  • Target a few gaming strategies.
  • Include traditional outcomes.
  • Remember to evaluate the whole experience, including the ripple effects on self-esteem, how gaming is unique to each teen (anecdotal but powerful evidence surfaces here).
  • Keep records! A wiki is great for staff to share marketing materials, rules of the game, and a timeline for organizing the tournament, and
  • Build momentum to negotiate for other teen programs in the wake of gaming success (like starting a book group or a Teen Advisory Board). Gaming provides a population that might not have consistently been there before.

 

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