Those Pesky Teens & Gaming

Ryan Deschamps writes:

  • Public Libraries use gaming to attract teens

That’s not precisely true. If we have public computers, the teens are already there — gaming. Gaming programs are an attempt to channel the gaming energy into a community building experience. It’s noisy; it’s not books; it’s probably more fun than your average taxpayer would like to think a teen should be having in a library — but it does some very important things: a) it builds trust with teens, helping them to see the library as a positive place to be b) it engages them toward other positive — not necessarily toward books, no — but if it is staffed properly, lots of progress can be made toward strong research skills, safe internet use, respect for property, respect for each other and so on and c) it builds community support around the library. Police, Fire Fighters, Health Professionals, Recreation Professionals, Social Workers and more have got behind some of the activities we put on for teens — and that’s because they know libraries play their part to help young people grow into productive, healthy and happy adults.

In a nutshell, teens are in the library anyway — we might as well say “hello” on their terms. If I can go back to my “made-of-straw” non-public librarian again, we cannot forget the essential role (no, responsibility) that public libraries play in community development.

I’m still trying to get a grip on the Mishawaka Penn Harris Library banning of MySpace/Facebook and Ryan’s argument fits here as well. Trust building should be a key goal for working with young people in libraries. Where did the trust go?