Wednesday, September 10, 2008

#37 Get Your Game On @ The Library

Whether or not games and gaming belong in a library is still a controversial subject. Statistics show that introducing video, console, and web-based games into library settings promotes interest in other traditional services libraries provide; however, there are still many who are not quite convinced that libraries should move in this direction.

The New York Times published an article on 3/22/08 called "Taking Play Seriously at the Public Library with Young Video Gamers". Jack Martin, the assistant coordinator for young adult services at a New York Public Library branch, states that "in addition to simply helping bring kids into the library...games have the potential to be a great teaching tool."

At the web site of the Carnegie Mellon University Libraries, there is even an online games page featuring two educational, arcade style games. The first is called "I'll Get It!" and involves helping patrons find a variety of research materials. The faster and more accurately you respond to requests, the more points scored. The second game is called "Within Range". In this game, the player must correctly shelve books according to their Library of Congress classifications. I played both games and rather enjoyed them for oh, about 10 minutes. Tops.

The evolution of our libraries is a national phenomenon. No longer quiet places to read or study, libraries are quickly becoming dynamic multi-purpose community centers where resources are concentrated and accessible to the public. Computer games and gaming programs are not only ways to make learning fun, they are marketing tools that help libraries promote a teen-friendly image and encourage young adults to become more familiar with library services which may be of interest to them.

Harris County residents are fortunate to have access to a wonderful system of public libraries. Special programs directed at teens are one way libraries are making a positive contribution to the communities they serve. Gaming programs may be what motivates young people to walk in the door, but the impact on participants seems to be much broader than merely creating multitudes of new Guitar Heroes.

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