It’s National Library Week (April 13 – 19), and here’s a story on the International Herald Tribune site about ALA’s 2008 “State of America’s Libraries” report. ALA President Loriene Roy told the Associated Press that while school libraries in particular continue to struggle with small budgets, many libraries serving teens have been reaching out successfully with gaming events.
In the story, Roy does admit she knows one Texas librarian “who prefers to focus on books,” but boy, that librarian is seen as a fossil in this piece. Roy raves about how great it is that everyone’s gaming in the libraries:
“I actually know a lot of librarians who are terrific at ‘Guitar Hero,’” Roy said, adding that “people who come to play these games often can’t afford them at home. And what better place to try these out than at a library?”
Roy cited gaming as a positive trend during a difficult time. In recent years, school libraries in particular have struggled to offer more services with less money. Average funding per student dropped from $19.14 in 1999-2000 to $13.67 in 2003-2004. Roy said financial support has probably decreased further in the past few years.
What do I think as I read this piece? Warning: I’m feeling curmudgeonly today:
The 2008 “State of America’s Libraries” doesn’t seem to be available yet (Sunday 4/13) on ALA’s site, but I’m curious to come back and look for it tomorrow. On the whole, this past year hasn’t been a good one for libraries, with increasing numbers of folks from outside the world of libraries implying in blogs, letters to the editor, and other media outlets that libraries have pretty much run their course in our culture, and that the Net can take over from here, thanks.
Not that I believe that’s really true; I simply think we need to be concentrating our thought more intently on how we can explain why libraries are a good thing. Even the video gaming sessions seem to me to be kind of a desperate justification of falling all over ourselves providing something that has nothing to do with our core role – or more precisely, what our public sees as our core role – simply because that’s what teens want.
Isn’t a library’s main reason for existing to supply accurate, fun, and/or stimulating information and literacy-oriented recreation to folks, and to provide the fuel for literacy? I’ve presented a zillion programs for kids and adults over the years, but they’ve always had a tie to literacy. That’s always been my reason for working in this job. (I’ve always avoided presenting craft programs for kids unless I feel that the literacy tie is strong enough.)
Are we really doing anything to tie video gaming and literacy together? I haven’t seen it; I’ve simply seen us holding gaming sessions because that’s what gets teens – boys in particular – excited enough to come in and participate in a library-sponsored activity, thus racking up the numbers we need for our monthly stats.
Librarians who are fans of gaming programs keep saying that teens are lured in by gaming, and once they’re through the door, those teens use the library in more traditional ways. But is there any documentation for this claim? All I keep seeing are anecdotes. Are teens who come in for games actually checking things out? I’ve rarely seen it myself. I hope someone will do a study one day soon of how well gaming works as a draw to get teens to check things out – especially things with pages and print.
Boy oh boy, I’ll bet I sound old-fashioned. But I don’t think I am.
Curmudgeon switch, off. Now I feel better. I think I’ll go play my uke for a while.
April 14, 2008 at 4:25 am
I have to say that, personally, I agree with you about gaming in libraries… however, I do think gaming programs might fall under some libraries’ mission statements… Take, for instance, the mission of a library at which I used to work:
“The Monroe County Public Library offers equitable access to information, a place to gather, and opportunities for lifelong learning, enrichment and enjoyment.”
A gaming program would definitely fall under providing a place for teens to gather and providing an opportunity for enjoyment (maybe even enrichment, too, if it’s providing games to people who might not otherwise have access).
April 14, 2008 at 4:52 am
Abby– Thanks. That’s another thing it would be interesting to know: how many teens who come to the library for gaming have no other access to these games? –W
April 14, 2008 at 1:35 pm
We offer a gaming night and I have to say it is a trying time. We are a small rural library with a staff of two. But our gaming nights are tied into a book club. 1 hour of gaming/1 hour of eating and discussion/final hour of gaming.
In one instance the kids all read a local author’s sci-fi fantasy, and then met with her to discuss the novel. This discussion ran into the final hour of gaming and inspired some of our girls to create a writer’s club.
I think if it is truly tied to literacy – it can work. But, we have to be vigilant. If you don’t have a book to stand up and share – you don’t get in. And everyone must stand and share. The others readers won’t let the kids get away with lame books either, no Doctor Seuss! They wont let them get away with it…
April 16, 2008 at 12:14 am
I posted some information about measuring gaming and reading on my own blog. Thanks for starting the discussion, Walter.
April 16, 2008 at 6:41 pm
Hi Walter, I can tell you that in our system of 21 locations, the popularity of gaming crosses socioeconomic boundaries. Gaming is popular at our urban branches personal access to a Nintendo Wii may be limited, to our most affluent service areas. The social aspect of bringing teens together to watch and play games in a meeting room not only bring the teens into the building and add a layer of social interaction on a larger scale but also, and this is crucial, allows staff to build relationships with teens that pave the way for us to sell the right book to the right teen at the right time.