In the article, Gaming @ Your Library, Dale Lipschultz states that, “using games to support learning is not a new idea; in fact, one might easily suggest that it is perhaps an instinctual impulse that we have been mistakenly repressing for too long.” She continues to point out how animals will mock hunt as youngsters as they learn to survive on their own and how children will often play house–role playing to learn what it is like to be an adult in the world. It almost seems as though our society banished gaming at some point because if kids are having too much fun, then it isn’t proper learning. Or something. I’m glad to finally see gaming re-accepted as a learning mechanism for children and adults alike.
Libraries have introduced games in a variety of formats. There are specific games that are meant to enhance learning. Carmen Santiago and the Oregon Trail are two classics mentioned by Merdith Farkas. Other games may have more questionable educational worth, yet still provide other physical or social benefits. Incorporating gaming in the library is also a great way to build community. Lipschultz describes a gaming program developed at the Old Bridge Public Library that uses teen mentors to teach older adults the wonders of gaming. This program allows older adults to congregate and forge connections with the younger people of the community while also teaching teens leadership skills as they mentor these older adults.
Much of the focus of gaming in libraries has been on teens. Teens are playing video games in large numbers yet are not visiting the library as often as many would like them to. Introducing games and game nights in libraries is a way to pull these teens into the library, introduce them to what the library has to offer, and hopefully entice them back in the future–either to play more games or possibly check out a book. Yet, Farkas asserts that bringing kids into the library for games does not necessarily translate into a check out of reading material. To entice them further, she suggests acquiring books on games and gaming.
There are some drawbacks to gaming primarily having to do with the cost and upkeep of various gaming systems. Gaming systems are constantly being updated with new versions of the Xbox, Playstation, and the Nintendo Wii all debuting in the last three years. These changes could be costly for libraries to keep up with. And that is just the gaming consoles. Games themselves are expensive and easily damaged if allowed to circulate. Some libraries, according to Farkas, are waiting to buy games until long after they have been released in order to buy them at a discount. She points out that this policy does have its drawbacks in that many players will no longer be interested in a game if it has been released for awhile.
As gaming becomes more and more a part of our culture, libraries, particularly public and school libraries, should try to incorporate them into their collection and library activities. These games may bring more teens and others into the library and help create community spirit built around game play. Educators and librarians are beginning to understand that learning does not happen with books alone–games also play a vital role.
Farkas, M. (2007). Social software in libraries. Medford, NJ: Information Today, Inc.
Lipschultz, D. (2009). Gaming @ Your Library. American Libraries, 40(1/2), 40-3. Retrieved March 22, 2009, from Library Lit & Inf Full Text database.



































