WHY GAMING AT THE LIBRARY? By Erwin Magbanua
GAMING FITS OUR MISSION  Public libraries have a mission to provide cultural, recreational, and entertaining materials, in addition to informational and educational materials.
GAMING FITS OUR MISSION  Public libraries have a mission to provide cultural, recreational, and entertaining materials, in addition to informational and educational materials.  Like movie nights and craft time, gaming programs offer recreational and entertaining content.
GAMING IS MORE THAN JUST THUMB-TWITCHING AND STARING AT A SCREEN  Gaming is a highly social event that builds relationships and community.
GAMING IS MORE THAN JUST THUMB-TWITCHING AND STARING AT A SCREEN  Gaming is a highly social event that builds relationships and community. Gaming programs epitomize the library as 3rd place, that place between home and work/school where people socialize and play.
GAMING IS MORE THAN JUST THUMB-TWITCHING AND STARING AT A SCREEN  Gaming is a highly social event that builds relationships and community. Gaming programs epitomize the library as 3rd place, that place between home and work/school where people socialize and play. More games are promoting health and physical activity, such as Wii Fit, Wii Sports, Dance Dance Revolution, and the upcoming Wii Sports Resort.
WHAT ARE THE ADVANTAGES TO LIBRARIES? Gaming attracts those who typically don’t use the library (especially male teens).
WHAT ARE THE ADVANTAGES TO LIBRARIES? Gaming attracts those who typically don’t use the library (especially male teens). It makes the library look uber-cool.
WHAT ARE THE ADVANTAGES TO LIBRARIES? Gaming attracts those who typically don’t use the library (especially male teens). It makes the library look uber-cool.  Lets youth know that we respect their interests.
WHAT ARE THE ADVANTAGES TO LIBRARIES? Gaming attracts those who typically don’t use the library (especially male teens). It makes the library look uber-cool.  Lets youth know that we respect their interests. There’s a good chance gaming participants end up using other non-gaming library services.
MYTH-BUSTING TIME Video games are fluff or junk entertainment
MYTH-BUSTING TIME Video games are fluff or junk entertainment  Some are, but so are some books and movies. There are many games that are as absorbing and thematically complex as the best literature. (The Zelda and Final Fantasy games are great examples).
MYTH-BUSTING TIME Video games are fluff or junk entertainment  Some are, but so are some books and movies. There are many games that are as absorbing and thematically complex as the best literature. (The Zelda and Final Fantasy games are great examples). Games aren’t educational
MYTH-BUSTING TIME Video games are fluff or junk entertainment  Some are, but so are some books and movies. There are many games that are as absorbing and thematically complex as the best literature. (The Zelda and Final Fantasy games are great examples). Games aren’t educational Playing video games is a lot like engaging the scientific method: a constant hypothesize/experiment/ evaluate process.
MYTH-BUSTING TIME Games are violent
MYTH-BUSTING TIME Games are violent 85% of games have content that is NOT rated M for mature. The vast majority are rated T for Teen and E for Everyone.
MYTH-BUSTING TIME Games are violent 85% of games have content that is NOT rated M for mature. The vast majority are rated T for Teen and E for Everyone. Games are passive entertainment
MYTH-BUSTING TIME Games are violent 85% of games have content that is NOT rated M for mature. The vast majority are rated T for Teen and E for Everyone. Games are passive entertainment Hardly!! Compared with TV, movies, or even books? Video games are THE most interactive medium there is, by far. Moreover, games like Dance, Dance Revolution or the games of Wii Fit can be quite physically demanding.
MY OWN EXPERIENCES It’s an easy way to connect with an underserved demographic: male teens.
MY OWN EXPERIENCES It’s an easy way to connect with an underserved demographic: male teens. GameFest is now a recognized library brand in the community. “Whoa! Awesome!” and “That’s tight!” are oft-heard comments about it.
MY OWN EXPERIENCES It’s an easy way to connect with an underserved demographic: male teens. GameFest is now a recognized library brand in the community. “Whoa! Awesome!” and “That’s tight!” are oft-heard comments about it. Give them responsibility & trust, teens will respond.
MY OWN EXPERIENCES It’s an easy way to connect with an underserved demographic: male teens. GameFest is now a recognized library brand in the community. “Whoa! Awesome!” and “That’s tight!” are oft-heard comments about it. Give them responsibility & trust, teens will respond. It is very popular – I average between 30 - 40 participants per program. At least twice we have dangerously approached the 68-person maximum for the room.
MY OWN EXPERIENCES I use minimal advertising – a few flyers and word-of-mouth make GameFest seem like a secret elite event that is very appealing to the fanboyz.
MY OWN EXPERIENCES I use minimal advertising – a few flyers and word-of-mouth make GameFest seem like a secret elite event that is very appealing to the fanboyz. Some have even started bringing in books from the stacks to read while waiting their turn.
MY OWN EXPERIENCES I use minimal advertising – a few flyers and word-of-mouth make GameFest seem like a secret elite event that is very appealing to the fanboyz. Some have even started bringing in books from the stacks to read while waiting their turn. Since I am a gamer, I talk to them a lot about gaming stuff. They like that the library doesn’t frown upon gaming.

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Why Gaming At The Library

  • 1. WHY GAMING AT THE LIBRARY? By Erwin Magbanua
  • 2. GAMING FITS OUR MISSION Public libraries have a mission to provide cultural, recreational, and entertaining materials, in addition to informational and educational materials.
  • 3. GAMING FITS OUR MISSION Public libraries have a mission to provide cultural, recreational, and entertaining materials, in addition to informational and educational materials. Like movie nights and craft time, gaming programs offer recreational and entertaining content.
  • 4. GAMING IS MORE THAN JUST THUMB-TWITCHING AND STARING AT A SCREEN Gaming is a highly social event that builds relationships and community.
  • 5. GAMING IS MORE THAN JUST THUMB-TWITCHING AND STARING AT A SCREEN Gaming is a highly social event that builds relationships and community. Gaming programs epitomize the library as 3rd place, that place between home and work/school where people socialize and play.
  • 6. GAMING IS MORE THAN JUST THUMB-TWITCHING AND STARING AT A SCREEN Gaming is a highly social event that builds relationships and community. Gaming programs epitomize the library as 3rd place, that place between home and work/school where people socialize and play. More games are promoting health and physical activity, such as Wii Fit, Wii Sports, Dance Dance Revolution, and the upcoming Wii Sports Resort.
  • 7. WHAT ARE THE ADVANTAGES TO LIBRARIES? Gaming attracts those who typically don’t use the library (especially male teens).
  • 8. WHAT ARE THE ADVANTAGES TO LIBRARIES? Gaming attracts those who typically don’t use the library (especially male teens). It makes the library look uber-cool.
  • 9. WHAT ARE THE ADVANTAGES TO LIBRARIES? Gaming attracts those who typically don’t use the library (especially male teens). It makes the library look uber-cool. Lets youth know that we respect their interests.
  • 10. WHAT ARE THE ADVANTAGES TO LIBRARIES? Gaming attracts those who typically don’t use the library (especially male teens). It makes the library look uber-cool. Lets youth know that we respect their interests. There’s a good chance gaming participants end up using other non-gaming library services.
  • 11. MYTH-BUSTING TIME Video games are fluff or junk entertainment
  • 12. MYTH-BUSTING TIME Video games are fluff or junk entertainment Some are, but so are some books and movies. There are many games that are as absorbing and thematically complex as the best literature. (The Zelda and Final Fantasy games are great examples).
  • 13. MYTH-BUSTING TIME Video games are fluff or junk entertainment Some are, but so are some books and movies. There are many games that are as absorbing and thematically complex as the best literature. (The Zelda and Final Fantasy games are great examples). Games aren’t educational
  • 14. MYTH-BUSTING TIME Video games are fluff or junk entertainment Some are, but so are some books and movies. There are many games that are as absorbing and thematically complex as the best literature. (The Zelda and Final Fantasy games are great examples). Games aren’t educational Playing video games is a lot like engaging the scientific method: a constant hypothesize/experiment/ evaluate process.
  • 15. MYTH-BUSTING TIME Games are violent
  • 16. MYTH-BUSTING TIME Games are violent 85% of games have content that is NOT rated M for mature. The vast majority are rated T for Teen and E for Everyone.
  • 17. MYTH-BUSTING TIME Games are violent 85% of games have content that is NOT rated M for mature. The vast majority are rated T for Teen and E for Everyone. Games are passive entertainment
  • 18. MYTH-BUSTING TIME Games are violent 85% of games have content that is NOT rated M for mature. The vast majority are rated T for Teen and E for Everyone. Games are passive entertainment Hardly!! Compared with TV, movies, or even books? Video games are THE most interactive medium there is, by far. Moreover, games like Dance, Dance Revolution or the games of Wii Fit can be quite physically demanding.
  • 19. MY OWN EXPERIENCES It’s an easy way to connect with an underserved demographic: male teens.
  • 20. MY OWN EXPERIENCES It’s an easy way to connect with an underserved demographic: male teens. GameFest is now a recognized library brand in the community. “Whoa! Awesome!” and “That’s tight!” are oft-heard comments about it.
  • 21. MY OWN EXPERIENCES It’s an easy way to connect with an underserved demographic: male teens. GameFest is now a recognized library brand in the community. “Whoa! Awesome!” and “That’s tight!” are oft-heard comments about it. Give them responsibility & trust, teens will respond.
  • 22. MY OWN EXPERIENCES It’s an easy way to connect with an underserved demographic: male teens. GameFest is now a recognized library brand in the community. “Whoa! Awesome!” and “That’s tight!” are oft-heard comments about it. Give them responsibility & trust, teens will respond. It is very popular – I average between 30 - 40 participants per program. At least twice we have dangerously approached the 68-person maximum for the room.
  • 23. MY OWN EXPERIENCES I use minimal advertising – a few flyers and word-of-mouth make GameFest seem like a secret elite event that is very appealing to the fanboyz.
  • 24. MY OWN EXPERIENCES I use minimal advertising – a few flyers and word-of-mouth make GameFest seem like a secret elite event that is very appealing to the fanboyz. Some have even started bringing in books from the stacks to read while waiting their turn.
  • 25. MY OWN EXPERIENCES I use minimal advertising – a few flyers and word-of-mouth make GameFest seem like a secret elite event that is very appealing to the fanboyz. Some have even started bringing in books from the stacks to read while waiting their turn. Since I am a gamer, I talk to them a lot about gaming stuff. They like that the library doesn’t frown upon gaming.