Broadening the Audience for Gaming in Libraries
2008; American Library Association; Volume: 44; Issue: 3 Linguagem: Inglês
ISSN
1945-4538
Autores Tópico(s)Library Science and Administration
ResumoI don't think the library has ever done anything to attract my generation, Carol [age 56] says. I think they're more interested in getting kids in.--Beth Dempsey (1) Just as we need to be more inclusive in our definition of gaming, we also need to be more aware of the new audiences emerging. More people than ever self-identify as garners, and more people are playing more types of games than ever before. As noted in the first LTR on this subject, there are more adult women playing games than teenage boys. User populations historically neglected by libraries (20and 30-somethings who are not parents) are also a large portion of the gaming population. Even more amazing is the number of older adults playing videogames because of the Nintendo Wii's special motion-sensing capabilities. In fact, one of the most popular places for Wii bowling tournaments has turned out to be retirement homes, with one company (Erickson Retirement Communities) even organizing a nationwide tournament of residents at its homes. (2) Can libraries use gaming as an outreach tool to these populations the same way they have targeted teens? The answer appears to be a resounding yes. Martin House, Manager of Information Services, and Mark E. Engelbrecht, Senior Library Assistant, both work at the Main Library of the Public Library of Charlotte Mecklenburg County (North Carolina). In 2006, they decided to experiment with gaming for adults in an effort to determine if it would have an effect on how adults use the library. Their program and the data they collected provide a fascinating glimpse into how a gaming program aimed at adults can influence user perceptions and use of the library. Case Study 4, by Martin D. House and Mark E. Engelbrecht Introduction In 2006, in light of the success of the first year of gaming, the Public Library of Charlotte Mecklenburg County (PLCMC) applied for an LSTA Innovations Grant and received $69,000. The goal of the grant was to study whether gaming programs would attract new adult users and whether current users would better use library resources because of the gaming events. These programs were to have a multitiered approach. On the one hand, we were studying the impact of low-tech versus high-tech gaming. On the other hand, the study was to also ascertain if gaming has an impact on literacy or traditional learning. There was an added interest in the social aspect of gaming. A research firm, Praxis, Inc., was contracted to assist with data collection and analysis. The grant allowed for the purchase of $2,000 worth of board games, twelve Alienware laptops, and numerous games and accessories. During the first year of the grant, each event included board games and electronic games. Attendance at the previous year's console gaming events ranged between twenty-five and eighty patrons, depending on venue, and expectations were similar for the LSTA gaming events Planning During the planning phase of the project, it was anticipated that two events would be hosted per month: one electronic and one board-gaming event. Due to staffing changes before the grant was awarded, the events were scaled back to one event per month. Each event offered board and electronic games. Events would also have a traditional learning component. Learning opportunities would be presented using PowerPoint presentations, educational handouts, and library materials on special themes. Four special themes where selected: World War II (or war); racing (NASCAR); history; and sports (Carolina Panthers and the Charlotte Bobcats). These themes correlated directly with the most popular gaming titles available at the time. It was anticipated that staff members would have ad hoc conversations with participants during the events to promote library resources. Charlotte not only hosts two sports teams, but also has a NASCAR training program at a local college. The hope was to tie in with these external organizations and to promote learning and job training. …
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