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.
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.
Interested in other technology focused classes? Check out Connect, Create, Collaborate: Supporting Teen Needs with Technology, or Tech Tools for Teen Leadership.
- $155 YALSA members
- $195 ALA Members
- $215 nonmembers