Making It Happen. Background: Why Gaming? Draw difficult-to-reach new audiences Change perception...
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Transcript of Making It Happen. Background: Why Gaming? Draw difficult-to-reach new audiences Change perception...
Background: Why Gaming?
Draw difficult-to-reach new audiences
Change perception of Library Change librarians’ perceptions Provide easy programs indefinitely Helps maintain library’s relevance
Background: Why Gaming?
Gaming is extremely popular Average gamer’s age: 34 Video games in 67% of households Increasingly common in libraries -
GGMIG Gamers want their interests represented
Background: Why the Grant? Gaming can be tough to do
Viewed negatively by some, including some Friends groups
Lack of experience Lack of money/equipment
No Friends group
Background: RCLS
Riverside County Library System pushing to connect with new users and to develop new clienteles.
Lots of success in Lake Elsinore First circulating game collection in
system Many gaming programs and
tournaments, with great attendance
Budget
Out of $5000 $4000 to eight branches in $500
increments For program materials – largely at their
discretion $1000 to supplement Lake Elsinore’s
circulating collection Demand established already
In kind Salaries Food and drinks, promotional materials
Timeline
All eight branches committed to holding at least two programs before the end of August, 2010. February-April: Held focus groups at
each branch and planned programs May: Purchased materials based on
focus group recommendations June-August: Programs held, often as
part of Summer Reading Program
What They did
Most bought Nintendo Wiis or expanded existing Wii programs Free play sessions, tournaments, etc.
Board games – checking them out Lego project at Mission Trail Library
Other Activities
Gaming class at Staff Day, July 30, 2010
GGMIG/LibGaming participation Created purchase list to assist other
branches Convinced administration to reverse
policy on purchasing games for circulation
Expanding to include Dungeons and Dragons
Anticipated Outputs
8 focus groups will be held (one at each branch) prior to program planning
Focus groups held!
5 purchase packages will be created and distributed to branches to choose from
Purchase packages completed, but the branches tailored their own in the end.
Anticipated Outputs
Minimum of 16 programs and 320 attendees (20 each)35+ programs between June 1 and August 31.
614 patrons attended – average of 17.5.
20 new video games for Lake Elsinore that circulate more than 10 times/year
21 boughtChecked last on 8/18/10 – all checked out, on
hold, or in transit. Avg. 2.6 circs in 2 months.
Anticipated Outcomes
A survey will be conducted at the end of each program to answer the following questions: Has this program changed how you look at libraries?
If so, how? Yes: 70/83 (84.3% - We hoped for 50%) Would you like to see these programs continue? 83 of
83 (100%) expressed support. What kinds of gaming programs would you like to see
at the Library?
Has this program encouraged you to learn more about what the Library has to offer? Yes: 76/83 (91.6% - We hoped for 50%)
Community Impact
Lots of enthusiasm about the library Many positive comments in evaluations
“I thought [libraries] were boring but it is fun”
“I had more fun than I’ve ever had in a library”
“Makes me want to come to library more” “Now I really want to come to the library
after school every day” “I see that the librarians care and that the
job they do is important” Actual thank yous!
Successful if
…patron demand causes the participating libraries to expand their programming after the grant expires. Several branches have committed to
regular sessions (weekly or biweekly)
Next steps
Work more with GGMIG to create best practices at a national level
Continue advocacy and developing talking points for libraries that need to overcome prejudices
Lobby for the inclusion of M-rated games
Encourage innovative new programs ALA’s National Gaming Day, Nov. 13