Martin House, Mark Englebecht. "Gaming for Adults."
Click on the link above for an MP3 audio file of this session. Click on Martin for information on this study, findings, and other related info.
Public Library of Charlotte & Mecklenburg County
This library used LSTA grant funds to start a program that became so successful that it became a service attracting nontraditional library patrons, increasing usage, most notably reference.
General:
--33 is the average game player age
--Appearing everywhere. The Economist 8/4/2005 talks about how gaming is good for the work force.
--Gamers are voters & advocates.
The Experiment:
--$70,000 LSTA Grant given to see if gaming brings adults into the library. What kind of gaming? Board? PC? Console? How does this affect the library?
Promotion & Some Findings:
--Promoted with fliers. Partnered with game and comic stores. Wore sandwich boards.
--Talking to people is the best form of promotion.
--Nothing mature allowed when kids are around. Kids are always allowed.
--Headphones are a detriment to interaction.
--Had to fight with the resistant who argued that gaming was a useless add-on.
--teaches basic skills, interaction, social learning, and more.
--promotion of library to nontraditional patrons.
Findings:
--Mostly low-income zip codes.
--Mostly male.
--Mostly Afro-American.
--Mostly 26+
--Most had a library card.
--Library usage overall raised, especially reference.
--Increased approachability allowed referring to other resources, making everyone aware of everything the library has to offer.
--Video games attracted more people than traditional games, like board games.
--PS2, Madden most popular.
--Who came: 1.)Walk-in 2.) Friend 3.) Flier & postcard 4.) Website.
--Marketing to conventions, comic cons would help.
Hurdles:
--Funding, staffing, after-hours, equipment coordination, budget for loss, staff buy-in:
--staff events. Put Wii in break room. Promote so staff is conversant/enthusiastic.
The Program:
--Set-up takes one hour. Best to list procedure, equipment, etc. online for easy access.
--Pelican cases or Rubbermaid totes on wheels are best.
--3 to 4 hour events.
--Drop in worked best.
--Play test everything.
--Insurance and security are a must.
Conclusion:
--72 events, 14 branches, 3000 participants.
--from first year, 9 events.
--People come to library, use reference more.
--Started as a program, slowly became a service.
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