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GAMING IN RIVERSIDE COUNTY Making It Happen

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GAMING IN RIVERSIDE COUNTY

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, 2010. 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 31.

614 patrons attended – average of 17.5.

20 new video games for Lake Elsinore that circulate more than 10 times/year

21 boughtChecked 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 demandYou can do it too!