Press Release Archive
- May, 2012 (2)
- April, 2012 (3)
- March, 2012 (3)
- February, 2012 (4)
- January, 2012 (6)
- December, 2011 (3)
- November, 2011 (2)
- October, 2011 (5)
- September, 2011 (6)
- August, 2011 (3)
National Gaming Day November 13th
National Gaming Day @ your library is an initiative of the American Library Association to connect communities around the educational, recreational, and social value of all types of games.
Why is the American Library Association promoting gaming in libraries?
1. Aren’t libraries about books and reading?
In
the 21st century, libraries are about much more than books! In fact,
libraries work very hard to provide people of all ages with a rich and
current menu of CDs and DVDs, as well as electronic and online
resources. Video game resources and programs at the library complement
these existing services. Featuring this new gaming media helps the
library expand its reach while meeting community expectations.
2. Aren’t video games just a passing fad?
Actually,
video games have been popular for more than 30 years. In fact, three
generations have grown up with video games - Generation X, Generation
Y, and Millennials. It’s not only today’s kids who are playing video
games. The average age of today’s gamer is 35-years old, and Baby
Boomers and Seniors are playing them more than ever before. Libraries
across the country are offering family gaming nights that bring
generations together for a gaming experience they can’t share anywhere
else.
3. Why should kids play video games at the library?
Lots
of kids play video games at home – alone, with siblings, or with
friends. The library is a safe and non-commercialized space. At the
library, kids socialize with their friends and play video games while
surrounded by books, librarians, and knowledge. Video gaming at the
library encourages young patrons to interact with diverse peers, share
their expertise with others (including adults), and develop new
strategies for gaming and learning.
4. How do librarians choose video games that are appropriate for our kids?
The
Entertainment Software Ratings Board (ESRB) has established criteria
for rating video games. In 2008, 85% of the video games sold were rated
“EC” (Early Childhood), “E” (Everyone), “E10+” (Everyone 10 and older),
or “T” (Teens ages 13 and older).
These games are available to
libraries and are considered “family friendly.” In addition to using
the ESRB to guide game selection, librarians do extensive research
about the recommended games and play them before they are introduced to
kids. Games recommended for use in libraries often have a more social
component that brings people together around the content, making the
whole experience more fun when played with others.
5. What do kids learn when they play games at the library?
Video
games give kids a chance to practice reading, writing, and computing in
the library’s safe environment. Popular video games, the ones that kids
really like to play, are immediately engaging and make them work hard
to succeed and ‘level up’. While playing these games, kids are
constantly developing new strategies, predicting possible outcomes,
managing multiple resources, reading and deciphering maps, tracking
complex statistics, and adapting to increasingly difficult levels
within the game. They learn a range of media literacies beyond basic
reading that give them models for navigating our information-rich world.
Additional Resources:
- Libraries Got Game (PDF)
- Libraries Lure with Video Games
- Gaming at AADL Documentary (MP4 movie)
