Gaming in the Public Library pt 1

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Gaming in the Public Gaming in the Public Library Library Kathryn Kelley Kathryn Kelley 9410 Developing and Organizing Media 9410 Developing and Organizing Media Collections Collections Assignment 1 Assignment 1 September 16, 2008 September 16, 2008

description

Game programming for teens in the public library.

Transcript of Gaming in the Public Library pt 1

Page 1: Gaming in the Public Library pt 1

Gaming in the Public Gaming in the Public LibraryLibrary

Kathryn KelleyKathryn Kelley

9410 Developing and Organizing Media Collections9410 Developing and Organizing Media CollectionsAssignment 1Assignment 1

September 16, 2008September 16, 2008

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Why Gaming?Why Gaming?Benefits to Public Library:Benefits to Public Library:

Provides relevant programming & outreach for teensProvides relevant programming & outreach for teens Enhances positive relationships between teen patrons Enhances positive relationships between teen patrons

and library staffand library staff Increases public library usage statistics by teensIncreases public library usage statistics by teens Patron interest in gaming can lead to increased use of Patron interest in gaming can lead to increased use of

other library services and materialsother library services and materials Positions public libraries as community centers and at Positions public libraries as community centers and at

the forefront of technologythe forefront of technology

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Why Gaming?Why Gaming?Benefits to Patrons:Benefits to Patrons:

Gaming appeals to teen boys, an underserved segment Gaming appeals to teen boys, an underserved segment of the public library, but is also appropriate for a range of of the public library, but is also appropriate for a range of agesages

Gaming in the library provides opportunities for patrons Gaming in the library provides opportunities for patrons who don’t own gaming equipmentwho don’t own gaming equipment

Gaming develops cognitive skills, critical thinking, social Gaming develops cognitive skills, critical thinking, social interactioninteraction

Gaming programs in the library fulfills parents’ need for Gaming programs in the library fulfills parents’ need for safe, supervised, productive activities for their childrensafe, supervised, productive activities for their children

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Who are the Gamers?Who are the Gamers?

28.2% under 18 years28.2% under 18 years 47.6% 18 - 49 years47.6% 18 - 49 years 24.2% 50 + years24.2% 50 + years

`

(Entertainment Software Association, 2007, p.3)(Entertainment Software Association, 2007, p.3)

By Age (2007)

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Who are the Gamers?Who are the Gamers?

By Gender (2007)By Gender (2007)

62% Male62% Male 32% Female*32% Female*

*Women aged 18 years or *Women aged 18 years or older comprise a larger portion older comprise a larger portion (31%) of the game-playing (31%) of the game-playing population than boys aged 17 population than boys aged 17 or younger (20%).or younger (20%).

(Entertainment Software Association, 2007, p. 3).(Entertainment Software Association, 2007, p. 3).

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Percentage of video genres sold (2006)

0 10 20 30

Flight

Arcade

Childrens Entertainment

Other Games/Compilations

Strategy

Adventure

Fighting

Family Entertainment

Role Playing

Shooter

Racing

Sport Games

Action

What are the Most What are the Most Popular Games?Popular Games?

(Entertainment Software Association, 2007, p. 5).(Entertainment Software Association, 2007, p. 5).

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What’s Next?What’s Next?

Form task groupForm task group of YA librarians & library staff, teen of YA librarians & library staff, teen advisory board, parents, and library board members to advisory board, parents, and library board members to discuss needs/concernsdiscuss needs/concerns

SurveySurvey other library gaming programs other library gaming programs AttendAttend gaming workshops and sessions gaming workshops and sessions Identify and priceIdentify and price popular game systems and software popular game systems and software BudgetBudget for establishment of gaming program and for establishment of gaming program and

materials, promotion & advertising, future collection materials, promotion & advertising, future collection expensesexpenses

DesignDesign gaming programming gaming programming TrainTrain library staff library staff CatalogCatalog materials materials

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ReferencesReferencesEntertainment Software Association. (2007). 2007 sales, demographic and usage

data: essential facts about the computer and video game industry. Retrieved September 12, 2008 from http://www.theesa.com/facts/pdfs/ESA_EF_2007.pdf