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President’s Statement, 2026-27

As our U.S. multitype libraries work hard to continue offering innovative, cutting-edge services that best meet the needs of our 21st century library users, one thing is certain: modern gaming needs to be a core service focus looking to the future, thoughtfully woven into library operations, programs, collections, and librarian expertise.

After all, the numbers don’t lie; as of 2026, approximately 67% of the U.S. population regularly plays video games, in addition to the 70+ million active monthly boardgame players and 20 million+ active TTRPG players, representing 21% and 13% of the U.S. population, respectively. North America holds 47% of the global market for trading card games, handily dominating the market share. Simply put, modern gaming has statistically become the most popular recreational pastime and media interest on the planet –  for people of all ages, backgrounds, and identities.

While these numbers should be enticing on their own for any librarian considering circulation potential and expanded program attendance, there is a much deeper story to tell here – a story that our U.S. librarians can unfold alongside and within our communities: modern gaming is not just a hobby – but a crucial cultural touchstone that has become deeply embedded in peoples’ lives, aspirations, and connection with others. Games are a profound form of communication, storytelling, and collaboration. Games are our folklore; our mythology. They are integral to modern library service.

Unfortunately, recent surveying suggests that teaching and learning about Games-based Library Services [GBLS] is significantly lacking in our professional library training programs throughout America. If games are as pervasive and beloved by the U.S. population as the data shows, it begs the question: why are we not focusing on training our current and future librarians in developing and offering effective GBLS? Why are our MLIS’s and MLS’s not actively focusing on redesigning their curricula to instruct students on how to bring games to their library users?

Most GBLS training in America takes the form of professional development and continuing education opportunities (webinars, conference presentations, online open resources, etc.) being built and shared (typically for free) by passionate national leaders and communities of practice in the Games-based Library Services space. These folks volunteer their time and expertise to energize the field, working hard to fill in the current gaps of GBLS training. We do it because we see and feel its value in our communities; we do it because we love it. But we also know there needs to be a more codified system of GBLS training in the U.S. for future crops of librarians.

The ALA Games & Gaming Round Table is one of the strongest and most expert-led communities of practice doing this work in America (if not the world). GameRT includes visionary librarians from all over the U.S., representing mastery of nearly every aspect of “games in libraries” – from programming, to budgeting, to metadata creation, to collection development, and so much more. Our passionate volunteer leaders hold an immense amount of knowledge to share with the wider library world. We want to see our libraries – and our professional library training programs – be better.

To that end: as the 2026-2027 President of the Games & Gaming Round Table, I’m on a passionate mission to more concretely connect Games-based Library Services leaders (in GameRT and beyond) with the academic space – e.g., professional library training programs, scholarly projects, other related higher education skill building organizations, etc. – so that we can collectively and collaboratively work to intentionally imbue Games-based Library Services training in library science education. I am seeking direct buy-in from academic library programs to collaborate with GameRT — to consider developing credited courses, to work together on grant projects, to build curricula and syllabi, and to form a new pedagogy of teaching Games-based Library Services.

We must not let our libraries be left behind in the ‘media-cultural’ space. As trite as it may sound: be a part of the solution – not the problem. So – those of you out there that lead information schools, MLIS’s, MLS’s, academic libraries, library publications, and more – I’d like to present you with an opportunity and emphatically welcome you to be better with us. Connect with us at GameRT. Work with us. Let’s prepare our future librarians with the skills they need to give their users the best services possible. Now is the time to change!

Chris Baker, GameRT President (2026-2027)
Public Library Consultant / Games & Learning Consultant
Bureau of Libraries; Wisconsin Department of Public Instruction


Officers, 2026-27

  • Chris Baker, Mage / President
  • Dusty Karls, Apprentice Mage / President Elect
  • Amber Sewell, Sage Mage / Past President
  • Thomas Vose, Treasurer
  • Mackenzie Johnson, Scribe / Secretary
  • Jennifer Stubbs, GameRT Councilor

Members-at-Large

  • Carl DiNardo (2023-27)
  • Molly Porter (2023-27)
  • Kathy Dejnowski (2025-27)

Liaisons

  • Tina Coleman, ALA Staff Liaison

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