Gaming in Libraries

John W. Rice (School District Technology Director, University of North Texas, Denton Texas, USA)

Library Review

ISSN: 0024-2535

Article publication date: 31 August 2012

211

Keywords

Citation

Rice, J.W. (2012), "Gaming in Libraries", Library Review, Vol. 61 No. 8/9, pp. 665-667. https://doi.org/10.1108/00242531211292141

Publisher

:

Emerald Group Publishing Limited

Copyright © 2012, Emerald Group Publishing Limited


As media advances, interactions between authors and readers change. Thus, film and television offer different experiences to their audiences than old fashioned paper books with static text. Yet another change in interactions is introduced through the medium of digital gaming. At its simplest form, the user competes against a program. In its more complex iterations, users may compete and cooperate simultaneously with players around the world against complex programming featuring artificial intelligence within a virtual environment. Soft skills such as cooperation, teamwork, experiential learning, adjusting to trial and error approaches, as well as more academic oriented skills such as literacy, logic, and reasoning, are all incorporated within complex multiplayer videogames.

Within this broader framework of understanding the dynamics of modern media, Kelly Nicole Czarnecki addresses early in Gaming in Libraries the book's raison d'être. Gaming in one form or another is almost universally loved, and gaming (especially videogaming) is not going away. Modern gaming is a medium which can include not only recreational pursuits, but social, literary, and academic elements as well. Therefore, inculcation of gaming in the library is something to be desired. Tournaments, academic gaming outreach, and check out materials can fulfill needs in the community and promote increased patronage. This book shows librarians how to do it.

Starting with the presumption librarians may know little or less about modern gaming systems, Czarnecki leads readers through an introduction of the basics before focusing on planning, implementing, and managing gaming in libraries. Planning involves a look at associated costs, space considerations, buy‐in and coordination with staff, developing forms, cataloging, and displaying games. Key considerations involve the introduction of a lending system, locally hosting tournaments, or some combination of both. The chapter on implementation is the longest, and has several additional considerations. Many “how‐to” steps are included, focusing on all types of games at the library beyond just videogames. Indeed, popular card and board game tournaments may instill as much excitement as videogames.

Once a gaming program is in place, word of its existence needs to spread to the community. Some patrons may still associate the library only with books. The chapter on marketing offers tips for reaching out and expanding patronage of the library through gaming programs. Czarnecki offers samples of marketing literature and specific ideas for using social media toward reaching this goal.

The chapter on best practices ties gaming with educational outreach. Games are often found in academic settings, and many popular videogames such as Minecraft are successfully used in scholastic environments. Czarnecki suggests several options for increasing literacy and entrepreneurial skills through the use of games combined with an academic focus. Activities can also be introduced featuring multiple age groups, with games on career nights and the development of adult gamer groups rounding out the more traditional offerings aimed at younger crowds.

The final chapter focuses on measuring success. Here Czarnecki suggests a mixture of measures. Surveys and reevaluations are most helpful in determining the success of a gaming program, and considerations for redirection are also discussed. She finishes the book with a helpful list of references and recommended resources.

Meeting the needs of the local community involves a seemingly ever‐increasing larger skill set for modern librarians. Fortunately, a good old fashioned book can point librarians in the right direction for finding and developing these skills, even when new media is involved. Gaming in Libraries is such a book, and offers readers a succinct set of solutions, multiple ideas, pre‐planning activities, and suggestions for gaining support and broadcasting the program's existence. The book is a worthy addition to a librarian's personal library.

Related articles