"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.
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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.
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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.
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- 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.
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