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.
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://wikis.ala.org/professionaltips/index.php?title=Gaming More resources for librarians
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.

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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