Monday, May 14, 2007

Interesting article on video games and outreach

Video Games As Outreach
By Kelly Czarnecki
The last time I went to a high school and brought Dance Dance Revolution (DDR), I heard a teacher say, “I just can’t stop dancing!” and the school media specialist was interested in purchasing the pads, game, and Xbox for the school. A dance class came, administrators were dancing, and it took place in the gym—a perfect wide-open venue, where the crowd of students could follow along with the two teens that were on the pads. When the teachers and administrators saw the excitement, focus, and exercise the teens were getting, it was hard not to participate. I handed out flyers for our free gaming event at the library the next day and saw a few teens there, as a result of making that connection outside at their school.
In addition to schools, what are some other venues where gaming outreach is a good fit? Check around with the teens or local gaming or comic stores, if there are any cons in your area. The National Gamers Guild Web site lists conventions around the United States: www.nggnet.com/features/Conventions.htm. Oftentimes, where there are comics, anime, manga, tabletop games, there are video games—or if not, maybe they would consider having you start a video game section at the con. While at my former library, I attended a con organized by insurance agents. It was a huge tabletop gaming event, but they also had anime showings and were more than thrilled when the library asked to come and network Mario Kart. The added bonus of going to a con is that oftentimes you can get in free if you’re participating. A great way to network and have a presence at a place some people might not think of a library being at.
There was an article in the March issue of Electronic Gaming Monthly titled “Next-generation Gap,” where the Wii was tested on senior citizens. According to the article, after playing several games, including Red Steel, The Legend of Zelda, and Excite Truck, the seniors were ready to keep the Wii. Inviting the older generation to the library to play video games with teens sounds like a great program where everyone could learn something. Visiting shelters or juvenile detention centers that would allow gaming can again show the library has a side many might not be familiar with. It helps to build community, even if you’re just rocking out on Guitar Hero II together. Many parks and recreation facilities might have computers, televisions, or large spaces to bring a variety of games.
If people are reluctant to have you come and play video games, ask if they would be willing for you to demonstrate how easy and fun it can be. Connect the games to the developmental assets you are building that can be found at www.search-institute.org/assets and share stories of the teens that have participated in your events at the library. Do you start seeing them more often? What kind of learning and interaction takes place during your events? What kind of community support have your events brought? Can you shoot some video of an event in action to show how much fun it can be?
Before you go, it’s a good idea to do a test run before leaving. Otherwise, a cord is inevitably forgotten, or you might need an adapter for a plug in if you’re relying on equipment other than your own. Leave yourself plenty of time to set up as well. Write down what you need to bring, including flyers and give aways. Offereing your business card with your IM or MySpace URL if you have one lets people keep in touch. If a major piece of equipment was forgotten, it might be a good idea to have some back-up table top games!
Resources:
Boyer, Crispin. “Next-generation Gap,” Electronic Gaming Monthly, no. 213 (March 2007): 14–18.
Levine, Jenny. “Gaming and Libraries: Intersection of Services.” Library Technology Reports 42, no. 5 (Sept./Oct. 2006).
Van Eck, Richard. “Digital Game-based Learning: It’s Not Just the Digital Natives Who Are Restless” Educause Review 41, no. 2 (Mar./Apr. 2006), www.educause.edu/ir/library/pdf/erm0620.pdfKelly Czarnecki is a Technology Education Librarian for ImaginOn, the Public Library of Charlotte and Mecklenburg County in Charlotte, N.C. She is co-chair of the YALSA Gaming Teen Interest Group and actively promotes gaming at her library, an SLJ Mover and Shaker for 2007, and co-leader of a virtual Island for teens in Teen Second Life. Her Game On! column is a recurring feature for YAttitudes.

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Welcome to the HPL Teen Services Blog

Hi Team! This blog will be used to share information regarding teen services at Houston Public Library. We will post meeting minutes here, give program updates and announcements between meetings, share articles, and other useful and fun stuff