Lets be honest, libraries (and librarians) have a lot going against them, from the stereotypes of being a boring place and enforcing noise policies to just a shear lack of funding. From a marketing standpoint one of our biggest challenges is to remind patrons young and old that public libraries are relevant to their lives. The library shouldn’t be a place to take a break from the fast pace of the real world, it should be the center of the community – a place where people go to do things!
As reported by the Entertainment Software Association, the gaming industry continued to grow in 2007, outselling music and movies in total revenue. It’s important for public libraries to play a role in the gaming world. We don’t have to be the first choice, but libraries need to at least be in the conversation. Gaming programs at public libraries remind patrons that we speak the same language.
But more importantly, we need to start seeing video games as learning tools. It’s been suggested that gaming doesn’t fit into the mission statements of public libraries, but I disagree. It’s simple: games encourage learning. Although everyone says this differently, the primary mission of most public libraries is to support educational activities within the community. Gaming has many positive impacts, including:
- Eye-hand coordination
- Basic technology skills
- And probably more that I’m overlooking
But hold on - these results are not just beneficial to young people; there are plenty of adults who could improve these skills. Education is a lifelong process, and gaming programs in public libraries is another way to help patrons improve their lives.
Unlike their younger counterparts, older adults may not attend gaming programs willingly - it may take some serious encouragement!
Many older adults have finally come around to personal computers, but the gaming world is completely foreign to them. Gaming is the realm of their children and grandchildren, and many adults are reluctant to show their ignorance with this technology. The trick is to get them in front of a game - like Wii Tennis - and put that controller in their hands. Once they start interacting with the games, they will be sold.
Be sure to have staff members of all ages around to help patrons get the hang of it. The result that I’ve been most impressed with is the interaction between the teenage staff and the senior patrons!
For more information on starting or continuing gaming programs in your library check out Gaming - Library Success: A Best Practices Wiki.