3 pages
English
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Gaming for Teens

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3 pages
English

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Gaming for Teens

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Nombre de lectures 49
Langue English

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Gaming in the Library Gaming and Library Programming Getting Started – Helpful tips from the Bloomington Public Library (IL) 1.Poll your users.Are there avid computer & video game players in your community? 2.Be smart (and creative) about dates and times of programs. Bloomington PL’s (BPL) first gaming program was held during a day off of school.They held one in the morning and one in the evening. It attracted quite a few walkins.Many came back that same evening.3.Possible games to start with:1942, DDR (appeal to females); Mario Kart Double, Mario Kart, Super Smash Bros.Battlefield DDR stuff and the Nintendo Game Cubes wereAt BPL, the computers were purchased as part of a grant. purchased with left over grant money.They also received some assistance and discounted merchandise and prizes from various vendors (EB Games, Acme Comics & Best Buy). Others libraries have held gaming programs using the computers of participants.4.Get feedback from teens. BPL and others have received helpful tips from teens regarding equipment, refreshments, and organization. said there were too many young kids (i.e., middle schoolers), so BPL tried to be more strict about theSome BPL teens ages (1217) Teen & Adult Response: One mom regularly brings her son that lives over 30 miles away becauseBPL’s parents have been very positive. he enjoys the event so much. One parent brought their teen from the Chicago suburbs 150 miles away. They haven’t had any parents question the types or relevancy of the games (knock on wood).They constantly see new people they’ve never seen at the library before.The numbers keep increasing!Competition is friendly, though intense at times.discipline issues, since the teens are focused on the spirit of playing, hanging out, and having a goodBPL hasn’t had any time. They’vefound the more they structure the program to give participants a maximum amount of playing time, the better it is for everyone.”I think video games can be an activity that bridges gaps between age, gender, and ethnicity. Since libraries strive to be a place for equal access, games fit into this standard. The library has always been more than just a place that houses books. I anticipate that more teachers will find the worth in having students create projects that require interactivity and the multiple readings of texts, visual media, etc. I am hopeful that the skills gained from playing video games (social, strategy, identity, etc.) will be more valued as useful and intelligent and therefore libraries need to provide those resources.” Kelly Czarnecki