Making It Happen
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, 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 patrons attended – average of 20 new video games for Lake Elsinore that circulate more than 10 times/year 21 bought Checked 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
Last Words: Easy to do Inexpensive Effective High demand You can do it too!