[Web4lib] Video Game Set-ups in the Library

Christa Burns cburns at nlc.state.ne.us
Wed Aug 23 09:20:35 EDT 2006


The WebJunction Library of the Month for August is Carvers Bay Branch
Library in South Carolina.  The are using gaming to help reduce
illiteracy:

http://webjunction.org/do/DisplayContent?id=13796 

Christa
 
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Christa J. Burns                                         Phone:
402-471-3107
OCLC Member Services Coordinator       In-state only: 800-307-2665
NEBASE                                                  Fax:
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Nebraska Library Commission                  E-mail:
cburns at nlc.state.ne.us
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"A human mind, once stretched to a new idea, never returns to its former
dimensions." --Oliver Wendell Holmes, Sr.
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-----Original Message-----
From: web4lib-bounces at webjunction.org
[mailto:web4lib-bounces at webjunction.org] On Behalf Of Michele Haytko
Sent: Tuesday, August 22, 2006 3:34 PM
To: publib; Web4lib at webjunction.org
Subject: [Web4lib] Video Game Set-ups in the Library

I'm posting this on behalf of a coworker.  Please respond and I will
forward appropriately.

Many thanks,
Michele

--
**************)0(**************
Mrs. C. Michele Haytko
Montgomery County-Norristown Public Library MC-NPL Computer Lab
1001 Powell Street
Norristown, PA 19401
610-278-5100 Ext. 141

Just because I am paranoid doesn't mean they are not after me....

-----

I'm asking a co-worker to post this for me surrogately, as I am in need
of some opinions on a library matter, and do not belong to any
newsgroups.

My supervisor is in charge of the "teen corner," and it probably comes
as little surprise to most of you that teens are the hardest demographic
to get into the library for any practical purposes. She was recently
promised a grant for helping the teens, and after a brief survey, my
boss has decided that the best way to get teens into the lib is to lure
them with the potential of video game access in the library.
Realistically, she should be the one doing this research, however she
knows literally nothing about video games, while I know a good deal, so
after supplying my own opinion, she remained convinced that some other
(public) libraries have some kind of video game access and asked me to
see how others treat the matter.

So my primary question is: Do any of you have any kind of video game
displays or computer game access (beyond Flash games on the Internet or
kiddie games in your children's dept) in your computer lab? Of course, I
need more than just a "yes" for anyone who can answer in the
affirmative.


Her initial question was to ask if it was feasible to buy games to
install on the computers in the lab. We have 16 public access machines,
and to purchase even a normally-$20 game would cost the library over 300
dollars. Further, it would cause our sometimes-overcrowded lab to be
flooded with people playing games. I managed to discourage this line of
reasoning, as it would never work for us.

She then followed up by asking me if she were to acquire two computers
to place in the teen zone, could she put games on those? I see all kinds
of issues with this, since it would be independent of our computer lab
and probably out of immediate visibility of any of the staff's normal
positions.

First of all, if these machines had gaming potential, they would turn
into gaming machines. There's little doubt of this in my mind. So if
we're going to have dedicated gaming boxes, is there much incentive for
having a computer rather than just a cheap TV + Playstation or Xbox?

Second, how do we decide which games to have? We can't purchase
everything, and I know well that it's hard to please gamers --
especially a random herd with different interests and motivation levels.

Third, equipment will ultimately become damaged. Especially with less
mature folks (ab)using the machines, and even a Playstation controller
or a new mouse is something that we don't want to have to replace on a
routine basis.

Fourth, and probably most importantly, how do we administer this? Our
lab checks people in to the limited machines we have, with the guarantee
that a user will get at least 30 minutes, and then they will be booted
on a first-in-first-out basis if we become full and need a machine for a
newcomer. However, with only two machines and, truancy aside, the
machines lying fallow until school is out, there will be a rush when the
school bus comes around. 30 minutes is not reasonable (too long) to
actually effectively circulate everyone through the machines without 3+
hour waits, but 30 minutes is not reasonable (too
short) for playing most non-casual games...and someone looking for
casual games can just hop onto Yahoo in the lab. Not to mention, we
don't have space to put this in immediate view of staff with our current
layout, so eventually some disputes are going to break out.

Fifth, sound: A library is stereotypically a bastion of solitude and
tranquility, however video games often necessitate being able to hear
them. Headphones are theoretical, but as a gamer, I would balk at the
notion of being forced to wear headphones while playing many games.
Further, bystanders that are content to watch while waiting for their
turn would want to be able to hear as well. We don't have the means for
constructing a new soundproof room, so how to handle the noise
pollution?


These are just some of the issues I foresee from the potential of
setting up "gaming" machines in the library. I applaud my supervisor's
efforts in looking for a solution to the lack of teen library usage, but
I am skeptical of finding a feasible method for implementing this idea.
Is there anyone out there that actually handles these ideas, effectively
or not? Does it even encourage them to spend time using the other
library services, or are we just creating a free play arcade?

-Stephen Kittel; Norristown Public Library, Montgomery County, PA
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