PPT - Eureka! Leadership Institute

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 bought
Checked 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
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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:
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Easy to do
Inexpensive
Effective
High demand
You can do it too!