Appendix A: Additional Materials

Jenny Levine

Abstract


2008 may be remembered as the year in which gaming became just like any other service in libraries, with librarians implementing gaming initiatives that look very much like those we already offer for books, movies, music, and computers for as varied an audience as other library services are offered. In this third issue of
Library Technology Reports
devoted to the topic of gaming in libraries, we will examine some of the most common themes being noted and shared by librarians and illustrate them with five case studies.

The idea of gaming in libraries is no longer new or strange. The case studies described in this
LTR
are just a few of the success stories we have seen during the last twelve to eighteen months highlighting the potential of gaming as a library service. There is no demographic left untouched by gaming in today's world. Whether your goal is to offer recreation around content (similar to book discussion groups and craft programs), social communal space (adult programming, rooms for knitters), literacy programs (storytime), interactions between different demographics (family events, multigenerational programming), or something else altogether, gaming may be a good opportunity to try something new with a low barrier to entry in terms of cost and resources. Ask yourself what outcomes you want to achieve at your library, and reflect on these case studies to see how gaming can help you achieve them.


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