Gaming in Libraries (THE TECH SET® #9)

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$55.00
ALA Member: 
$ 49.50
Item Number: 
9781555707095
Published: 
2010
Publishers: 
ALA Neal-Schuman
LITA
Pages: 
125
Width: 
6"
Height: 
9"
Format: 
Softcover
  • Description
  • About the Authors
  • Reviews

Whether gaming is already a crucial part of your library's core services or it's only just been introduced, this do-it-yourself new resource will give you the practical tools you need to organize, implement, and market successful gaming events for users of all ages. Author Kelly Czarnecki shows you how to host gaming events for all different types of users. You'll learn to select systems and resources best suited to your library and budget, plan programs, and develop a circulating collection. Czarnecki gives you step-by-step instruction for implementing an array of different programs, including video games, board games, magic gatherings, Guitar Hero Fests, and more. You'll also find helpful techniques and best practices for marketing your gaming program and evaluating its success, as well as examples and insight from librarians running highly successful gaming programs. This easy-to-follow title from THE TECH SET® series gives you the guidance you need to satisfy current and new users with exciting and educational gaming services!

Kelly Czarnecki

Kelly Czarnecki is the Technology Education Librarian at ImaginOn for the Public Library of Charlotte and Mecklenburg County (PLCMC). She was named one of Library Journal's Movers and Shakers in 2007 for her work with teens and technology. Kelly writes a monthly column called "The Gaming Life" for School Library Journal and contributes to other publications, including Young Adult Library Services and Multimedia & Internet @ Schools.

" Provides librarians with the necessary skills to develop a successful gaming program that fosters critical thinking and literacy development, develops new avenues for socialization, and brings new people of all ages into the library ... This practical, hands-on guide is an asset in academic and public libraries because it meets the gaming needs of children, adults, and librarians."
--Journal of Web Librarianship

"Rather than focusing only on electronic and computer games, Gaming in Libraries covers all sorts of games, from Guitar Hero to chess. In six chapters Czarnecki provides practical advice and tools to assist in organizing, implementing and marketing successful gaming events for users of all ages."
--The Australian Library Journal

"This valuable resource will help any librarian seeking information on beginning to integrate games, or any librarian who is already using gaming who wants to do more or wants to evaluate what they are doing. Written for the novice, yet providing guidance sufficient for the experienced gaming librarian, this work not only focuses on the games themselves, but also on how to manage the games and the use of games both for library programming and for circulation."
--ARBA Online

"Offers advice that can help you add a certain ingredient to your facility that many patrons, young and old, will appreciate--fun. Guidelines are offered to help set up a diverse array of events ranging from video game tournaments...to old fashioned car games...Effective techniques for marketing your gaming event and insights from librarians who have run successful gaming programs are also offered."
--Information Today

"Czarnecki (technology education librarian, ImaginOn) provides a wealth of information... all libraries should consider purchasing [this book]."
--Library Journal

"This book does a fantastic job detailing the practical aspects of gaming as content and community activity. It is comprehensive and deals with games of all sorts in different contexts. Czarnecki has put together an impressive toolkit."
--Aaron Schmidt, Digital Initiatives Librarian for the District of Columbia Public Library