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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