Reaching Teens with Gaming (YALSA)

Gaming at the library refers to board, card, role-playing, and big games, not just digital video games. Thinking about hosting board game nights or starting a circulating video game collection? Already offering Rock band and Mario Kart and looking for a next step program? Would you like to engage Runescape players, RPGers, or use a big game to promote the library? These topics, and more, will be covered in this session. The main focus is to educate non-gamers about what games are and introducing librarians to the many formats of hobby that engages the free time of their teen clientele. The session concludes with creating a plan of service to engage gamers at the library.  

Learning Outcomes

By the end of the session, participants will:

  • Understand the connection between gaming & literacy.
  • Learn how to advocate for all types of games in your school, public or academic library.
  • Try a variety of games to gain first-hand knowledge of what they are and how they function.
  • Discover best practices in services to gamers, including collections and programs that involve and support gaming.
  • Create a plan of service for gamers at your library.

Who Should Attend

Young adult librarians, school librarians, teachers, administrators, and any literacy-focused professional who works directly with teens and tweens.


Beth Gallaway, author of Game On: Gaming at the Library (Neal-Schuman, 2009), was named a Library Journal Mover & Shaker in 2006 for her work in advocating for videogames in libraries. She is an independent library trainer/consultant specializing in gaming, technology, and youth services.


How to Register

Registration for this course is not presently available.

Course Length

Six weeks


Contact Nicole Gibby Munguia, YALSA's program officer for continuing education, at or 1-800-545-2433, ext. 5293.


  • $155 YALSA members
  • $195 ALA Members
  • $215 nonmembers