School Library Journal Mobile
Log In  |  Register          Free Newsletter Subscription
Subscribe to SLJ Magazine

Gaming at Your Library

By Lauren Barack -- School Library Journal, 7/1/2005

It’s hard to imagine librarians whooping it up over a computer game at the front desk. And yet that’s almost what some are hoping will happen among their young patrons, as libraries begin to incorporate video games.

“What seems to have happened is all this literature has come out that gaming is not necessarily a bad thing,” says Jenny Levine, Internet development specialist at the Metropolitan Library System in Illinois, and a board member of the Young Adults Library Service Association (YALSA). “Librarians are also looking at how we can create gaming environments to teach literacy skills.”

Levine first heard of video gaming in libraries from the Ann Arbor District Library in Michigan, which has started to use the popular entertainment to attract young patrons. She hopes to launch a video-game tournament at 16 libraries throughout the Chicago area next spring, with the same objective. Levine is applying for a grant to fund her effort, including the gaming consoles, to keep the event free of charge for all participants.

Using video games as an enticement does makes sense—73 percent of eight- to ten-year-old boys play them for about 90 minutes every day, according to a recent survey by the Kaiser Family Foundation. Even YALSA is offering a video-gaming night at their 2006 midwinter conference in San Antonio, TX, with teens on hand to help play them, says Levine.

Gaming, too, is getting bigger play. Recent books, including last year’s Got Game (Harvard) by John C. Beck and Mitchell Wade, are examining the legitimate impact video games are having on business and other areas by teaching risk taking, problem solving, and how to be a team player.

So while the controversial video game Grand Theft Auto: Vice City may not appear on a library computer terminal anytime soon, there’s no reason Lara Croft and her archaeological exploits might not.

“We can’t say 'No, don’t play video games,’” says Levine. “We have to make an educated decision. It’s very similar to libraries saying no to e-mail. That wasn’t very effective.”

Related Content

Related Content

 

By This Author

Sponsored Links




 
Advertisement

MOST POPULAR PAGES

More Content

  • Blogs
  • Podcasts
  • Photos

Blogs

  • Joyce Valenza Ph.D
    NeverEndingSearch

    June 11, 2007
    NeverendingSearch: Join me in leading from the center
    Welcome to my new blog. What I hope to bring to this space is a discussion of current practice and p...
    More
  • Diane Chen
    Practically Paradise

    March 6, 2007
    The Perfect School Library
    Welcome to the first posting of this new blog for SLJ. I appreciate the simplicity of Jorge Luis Bor...
    More
  • » VIEW ALL BLOGS RSS

Photos

Advertisements





SLJ NEWSLETTERS

SLJ Extra Helping
Curriculum Connections
SLJTeen
Booksmack
LJXpress
LJ Academic Newswire
LJReview Alert
LJ Criticas Review Alert
PWDaily
Children's Bookshelf
PW Comics Week
Cooking the Books
Religion BookLine
Please read our Privacy Policy
©2009 Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
All rights reserved.
Use of this Web site is subject to its Terms of Use | Privacy Policy
Please visit these other Reed Business sites