Thursday, July 18, 2013

Is gaming in the library worth the time and resources?


By: Amy Lafleur
aelafleu@syr.edu


When many people think of gaming, they think of a person sitting alone in his room absorbed in a computer or console screen. So why would anyone promote gaming in a library? In truth, gaming can be a highly social and educational experience. Gamers can interact with others through many types of games – from video games, to traditional board games, to games that don’t require many props.

Many librarians across the world have already introduced gaming programs and resource in their libraries. The American Library Association has sponsored International Gaming Day since. 1,281 libraries participated in International Gaming Day 2012 (ALA, 2013). This included “26 libraries on all 6 inhabited continents [who] participated in the Global Gossip Game” (ALA, 2013). Gaming has the power to connect people across connect people on an international level. The New York Public Library also found that games connect people across languages, as players did not need to know English to participate. (Kelley, 2008). As the world becomes more international and the United States becomes more diverse, something is needed to bridge the gap across languages and cultures. Games could be an important tool to achieve this goal.

Not only can gaming connect people across oceans and cultures, but it can also foster new, positive community interactions on the local scale. There is evidence across the board that playing games connects people across the generations. Everyone from children and teens to senior citizens can participate in games. In particular, teens often teach the older adults how to play the more technological games. This can facilitate positive interactions across generations. According to Lipschultz (2009, Jan/Feb), “teens were surprised by the older adults' curiosity and the older adults were impressed by the teens' teaching skills”. He even found that that teens and senior citizens enjoyed themselves so much that they had rematches on later game days (Lipschultz, 2009, Jan/Feb). ALA (2013) participants found the same was true. There was an increase in interaction between different age groups, as well as interaction between staff and patrons in new contexts.


Promoting gaming in the library can also have a positive effect on the library as center of the community. Gaming is so popular that if it’s adequately advertised, it can bring large numbers of people into the library. The YA Services librarian at my local library hosts a monthly game night for teens. Each game night, large numbers of teens come for game night and afterwards they hang out in the teen section and peruse the library’s other collections. Imagine the potential attendance if the night were eventually opened up to the entire community. Not only does gaming promote the idea of the library as social gathering place, but also informs people of the various other resources contained there.

Librarians might wonder how they can set up their own gaming programs in the library. Will it require a massive amount of money, resources, and time? The answer is no. Here are five ways that your library can create a successful gaming program:

            - Include a variety of games including: video games, board games, and other games, so there is something that appeals to everyone.

            - Invite participants to bring a favorite game from home. (OEDb, 2013)

            - Seek sponsorship from gaming companies. ALA (2013) and Danforth (2010, May 15) encourage librarians to look for sponsorship from gaming companies.

            - Set up a screen to project video or computer games on the wall (ALA, 2013)

            - Register your library for International Games Day 2013!

*Note: If you’re looking for further information about International Games Day, the ALA website is an informative source. http://www.ilovelibraries.org/gaming

References:

American Library Association (ALA). (2013). International Games Day 2012 Wrap-up: So Much Awesomeness. Retrieved on July 15, 2013, from http://www.ilovelibraries.org/gaming

Danforth, L. (2010). Libraries+Gaming communities. Library Journal, 135(9), 59. Retrieved from http://search.proquest.com/docview/196818813?accountid=14214 

Kelley, T. (2008, March 21). Shh! Free Video Games at the Library. The New York Times. Retrieved from http://www.nytimes.com

Lipschultz, D. (2009). Gaming @ your library. American Libraries, 40(1), 40-43,4. Retrieved from http://search.proquest.com/docview/197146422?accountid=14214

Open Education Database (OEDb). (2013). Bringing Gaming (and Gamers) Into Your Library: 100 Tips and Resources. Retrieved o July 16, 2013, from http://oedb.org/library/features/bringing_gaming_100_library_resources/

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