Scott Nicholson from Gamelab presented findings from the 2007 gaming survey. PC & board gaming is down; console gaming is up. New this year: policy questions (4% expressly forbid gaming); information on tournaments (not working as well in low income environments). Gaming is not a standalone program – tie-in other library programs like summer reading. The most popular game in libraries is… Guitar Hero Everyone WON a copy of Backseat Drawing Goals:
- providing entertainment
- attract new users
- community hub (school libraries)
- serve active users
- create publicity (academic libraries)
- introduce other service
- improve skills/knowledge
- new media support
Negative Outcome: we annoy other users about 10% of the time Positive Outcome: 3/4 of the time, participants came back for non-gaming service Cost: on average, $650
- 22 libraries – $0
- 49 libraries- $10-50
- 2 libraries – $15,000 & $25,000 (Columbus Metropolitan Library)
To REPEAT a program cost about $2 per user – libraries on average ran 14 programs a year. If our goal is to reach underserved users, repeat programs is a way to change their behavior/use of the library. Next steps:Watch for assessment tools, Take the 2008 survey in 2009 (and keep good track of your programs so you can report in the future) Requests from the audience – Please track:
- use of teens/volunteers to staff programs
- stats about circulating games
For prizes: Red Octane