Wednesday, April 20, 2016

Libraries and Online Gaming




Many people may wonder what online gaming has to do with libraries. For librarians trying to reach out to teens there can be a lot of reasons to encourage gaming in the library. Games can teach people valuable skills. Gamers won’t be surprised to hear that games often require problem solving, evaluating information, and a keen eye for detail. In addition, games teach the value of persistence. Many times people struggle with a portion of their games, growing frustrated but keeping at it until eventually they figure out the correct way to progress on their quest. In addition to learning the value of persistence and the other skills that games require, “multiplayer role playing games, such as World of Warcraft, allow players to cooperate, collaborate, and work in teams, and that such game play promotes effective decision-making under stress.” (Borawski, 49).

Some libraries are taking advantage of online gaming as a way to increase teen interest in the library. Gaming events are becoming more popular, and with online gaming it is possible to have teens from different libraries competing against one another. These events have been drawing crowds of teens, often more than the surprised librarians were expecting. 

But some still wonder if just because the teens come to the library for a gaming event, are they really showing interest in the library. Does the gaming promote literacy? The answer seems to be yes, from what librarians are reporting back the teens who come in to the library for a gaming event often will discover the library holds other benefits for them. According to Sheri Chambers, Orange County Library System in Florida, “Many of them didn't realize we had games, but that was just the beginning; they also didn't realize we had computer classes, graphic novels, battle-of-the-band programs, download-able movies (MyLibraryDV), and so forth. It was important to show them that we have programs and materials for them. We're not just here for their research projects, etc. I think many of them believe there is nothing for them at the library, when in reality there are more things for them than ever before” (Broadening Gaming Services 25). 

In addition to learning of the many resources available to them, being involved in gaming at the library makes the library staff more approachable and teens are more likely to ask for help from someone they know.

Below are some links that provide more information.

http://www.techsoupforlibraries.org/planning-for-success/innovation/gaming-in-libraries This link provides some great tips on incorporating gaming in libraries.
http://www.ala.org/gamert/public Offers a number of examples of gaming programs in libraries.
http://www.slj.com/category/opinion/the-gaming-life/# Provides tips on setting up safe online gaming at your library as well as reviews of some games.

Sources:

Borawski, Christopher, et al. "Going For Games: What Libraries, and Kids, Can Learn About Gaming." Children & Libraries: The Journal of The Association For Library Service To Children 7.1 (2009): 48-50. Library, Information Science & Technology Abstracts. Web. 19 Apr. 2016.

"Broadening Gaming Services in Libraries." Library Technology Reports 44.3 (2008): 24-34. Library, Information Science & Technology Abstracts. Web. 20 Apr. 2016.

Public domain images are from Pixabay.

1 comment:

  1. I had not previously considered that having a gaming program at the library would be beneficial to kids, other than simply getting them to come to the library. It's nice that they are also getting other benefits!

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