Food Fights - Texas



2008 Texas Teens Read! Manual

Game On! TTR.08

Written By

Deban Becker, WyLaina Hildreth, Amanda Hipp, Christine McNew, Kendra Perkins

Edited By

Christine McNew

Color Artwork and Clip Art By

Rod Espinosa

Web Design by

Suzanne Holman

Published By

The Library Development Division of the

Texas State Library and Archives Commission,

Austin, Texas

2008

Simple Table of Contents

Each table of contents entry serves as a link to the section of the document it represents. Simply click your curser inside the entry you want to explore. A more detailed table of contents that functions this same way begins on the following page.

Foreword 10

2008 Texas Teens Read! 12

Game On! TTR.08 12

Introduction 12

Food Fights 46

Game-ology 57

Mind Games 73

RPG Quest: Role-Playing Games 84

Trivia Games 108

Video Gaming 120

WhoDunIt 145

X-Treme Games 154

Craft Materials 161

Bibliography 184

Click here to skip past the detailed table of contents.

Detailed Table of Contents

Each table of contents entry serves as a link to the section of the document it represents. Simply click your curser inside the entry you want to explore.

Foreword 10

Introduction 12

Goals and Purpose 12

Target Age Group for Texas Teens Read! 12

Theme 12

Artwork 12

About the Artist: Rod Espinosa 12

Acceptable Use of Artwork 14

To Use Clip Art 15

About the Manual Authors 15

About the Manual 16

Selection Criteria for Resources in the Manual 17

A Note About Web Sites 17

Professional Resources on Gaming in Libraries 18

Articles 18

Book 20

ALA TechSource Symposium Webcasts 20

Web Sites 21

Positive Youth Development 22

The Search Institute’s 40 Developmental Assets for Adolescents 22

Planning for Texas Teens Read! 25

Marketing, Cooperation, and PR 27

Preparation: Planning and Sponsorship 27

Marketing and Promotion 29

Legalities 35

Gaming and the Law 36

The Bingo Enabling Act 37

Copyright Issues 38

Music 39

Films 41

Controversy Regarding Role-Playing Games 42

Serving Teens with Disabilities 43

Food Fights 46

Length of Program 46

Program Description 46

Developmental Needs and Assets 46

Preparation 46

Books to Display 47

Books to Booktalk 47

Display 47

Bulletin Board 47

Refreshments 47

Incentives 48

Games and Activities 48

What Are You Making? 48

Chocolate Tasting Party 48

Chocolate Tasting Party: Name That Candy Bar 49

Chocolate Tasting Party: Chocolate Candy Guess 50

Chocolate Tasting Party: The Candy Bar Personality Test 52

Banana Jousting 52

Food Fear Factor 54

Guest Speakers 54

Web Sites 54

Films, Video recordings, and DVDs 55

Professional Resources 55

Game-ology 57

Length of Program 57

Program Description 57

Developmental Needs and Assets 57

Preparation 58

Promotion 58

Books to Display 58

Book to Booktalk 59

Bulletin Board 59

Decorations 60

Name Tags 60

Refreshments 60

Incentives 60

Games and Activities 60

Name That Tune Ice Breaker 60

Trivia Contest Ice Breaker 61

Board Games, Card Games, and More 61

Video Board Games 68

Alternate Activities 68

Web-Based Games 69

Professional Resources 70

Books 70

Articles 70

Web Sites 71

Mind Games 73

Length of Program 73

Program Description 73

Developmental Needs and Assets 73

Books to Display 73

Books to Share or Booktalk 74

Bulletin Board 74

Incentives 74

Games and Activities 75

Library Sudoku 75

Spell It! 76

Battle of the Books: Numbered Chairs Trivia Challenge 78

Guest Speakers 81

Web Sites 81

Videos/DVDs/Films 82

Professional Resources 82

RPG Quest: Role-Playing Games 84

Length of Program 84

Program Description 84

Developmental Needs and Assets 86

Preparation 86

Books to Display or Booktalk 91

Promotion 92

Decorations 93

Refreshments 94

Games and Activities 94

Formats for Role-Playing Games 94

Suggestions for Games to Play 98

Web Sites 104

Professional Resources 105

Article 105

Books 105

Web Sites 105

Trivia Games 108

Length of Program 108

Program Description 108

Developmental Needs and Assets 108

Preparation 109

Books to Display 109

Promotion 110

Refreshments 111

Decorations 111

Games and Activities 111

Trivia Board Game Day 111

Trivia Contest 111

Trivia Games on DVD, X-Box, and PlayStation 112

Online Trivia Game Free Play 112

Trivia Board Games 112

DVDs, X-Box, and PlayStation 116

Professional Resources 117

Video Gaming 120

Length of Program 120

Program Description 120

Developmental Needs and Assets 121

Preparation 122

Entertainment Software Ratings 123

Books to Display 124

Books to Booktalk 124

Displays 125

Bulletin Board 125

Promotion 125

Decorations 126

Refreshments 126

Incentives 126

Games and Activities 127

Video Gaming - Free Play 127

Video Gaming Tournament 127

Video Game Descriptions 128

Console Types and Selected Video Games 131

Computer-Based Multiplayer Games 133

Massively Multiplayer Online Role-Playing Games (MMORPGs) 134

Free Online Game Sites 138

Guest Speakers 139

Professional Resources 139

Books 139

Articles 139

Web Sites 141

WhoDunIt 145

Length of Program 145

Program Description 145

Developmental Needs and Assets 145

Books to Display 145

Books to Booktalk 146

Displays 146

Bulletin Board 146

Refreshments 147

Incentives 147

Games and Activities 147

Gather the Evidence 147

Murder Mystery Scavenger Hunt 147

Murder in the Village 148

Exposed 151

Who Am I? 151

Murder Mystery Role-Playing Game 152

Guest Speakers 152

Web sites 152

Videos/DVDs/Films 152

Professional Resources 153

X-Treme Games 154

Length of Program 154

Program Description 154

Developmental Needs and Assets 154

Books to Display 155

Books to Booktalk 155

Display 156

Bulletin Board 156

Refreshments 156

Incentives 156

Games and Activities 156

Strut Your Stuff 156

X-treme Paintball Art Party 156

Glo Poi 157

Hula Hoop® Jam 157

X-treme Field Day 157

Climbing Wall 158

More Activities 158

Guest Speakers 158

Web Sites 159

Video Games 159

DVDs 159

Professional Resources 160

Craft Materials 161

Food Fights Chapter 161

Bulletin Board Recipes 161

Chocolate Tasting Party: Name That Candy Bar 162

Chocolate Tasting Party: Chocolate Candy Guess 164

Chocolate Tasting Party: The Candy Bar Personality Test 165

Answers to the Candy Bar Personality Test 166

Banana Jousting Templates 1 and 2 167

Game-ology Chapter 169

Playing Card Name Tags 169

Mind Games Chapter 170

Library Sudoku Puzzle 170

Library Sudoku Answer Key 171

Spell It! Word List 172

Spell It! Program Room Layout 173

Harry Potter Numbered Chairs Trivia Challenge 174

RPG Quest: Role Playing Games Chapter 175

Articles about Dungeons & Dragons 175

Trivia Games Chapter 177

Sample Trivia Questions 177

Who Dun It Chapter 178

True Crime Scene Displays 178

Library Most Wanted Booking Signs 179

Library’s Most Wanted Rap Sheets 180

True Crime Outline 181

Scavenger Hunt Name Tags 182

Bibliography 184

Books 184

Videos/DVDs/Films 204

Foreword

It is with great pleasure that the Texas State Library and Archives Commission initiates the first annual Texas Teens Read! This program fulfills a need that has been long recognized: to support Texas libraries in encouraging teens to visit the library, read, and attend enjoyable programs during the summer months. We are especially pleased to inaugurate this program for youth from 12 to 18 in the same year we are celebrating the 50th anniversary of the Texas Reading Club. The report, Long Overdue: A Fresh Look at Public and Leadership Attitudes About Libraries in the 21st Century, identified providing a safe and engaging space for teens as a vital community need that libraries can address while simultaneously positioning themselves as funding priorities for elected officials.1 Texas Teens Read! is designed to help Texas libraries meet that challenge.

A unique theme that appeals to teens will be selected annually for Texas Teens Read! The Texas State Library and Archives Commission (TSLAC) will provide a programming manual and artwork to support each theme, free of charge to participating Texas libraries. The artwork will include posters, certificates, bookmarks, and clip art created by award-winning illustrators of young adult literature. The programming manual will feature eight programs that will bring teens into the library for summer fun while providing experiences that help build positive developmental assets.

At the request of TSLAC, the Young Adult Round Table (YART) of the Texas Library Association formed a committee to advise in the development of Texas Teens Read! The ongoing role of the Texas Teens Read! Advisory Committee is to propose annual themes, nominate artists to create artwork, and co-sponsor a program about the manual and a presentation by the artist at each annual Texas Library Association conference.

The Texas Teens Read! Advisory Committee selected the theme Game On! TTR.08 for the first Texas Teens Read! and nominated artist Rod Espinosa. We are delighted with Mr. Espinosa’s artwork for the first Texas Teens Read! Four members of the Texas Teens Read! Advisory Committee wrote the eight exciting programs in this manual on electronic gaming, role-playing games, board games, trivia games, extreme sports, and more. We are proud of the authors and their work on this inaugural Game On! TTR.08 manual. You may read about Mr. Espinosa and the authors in the introduction to this manual.

I would like to express my gratitude to Peggy Rudd, Texas State Librarian, and to Deborah Littrell, Library Development Division Director, for supporting Texas Teens Read! as an ongoing program of the Texas State Library and Archives Commission. My thanks also go to YART Chairs Susi Grissom and Jeana Actkinson and the Texas Teens Read! Advisory Committee who contributed so much to developing this program, especially Deban Becker, WyLaina Hildreth, Amanda Hipp, and Kendra Perkins who wrote the eight programs in this manual. I am very grateful to Rod Espinosa for preparing artwork that so perfectly captures the theme. I would also like to thank the wonderful staff at the Texas State Library and Archives Commission, especially Julie Hughes, Suzanne Holman, and Kelli Hansen, for bringing their talent and skills to program. And finally, my enormous gratitude goes to the librarians in public and school libraries who are partners with the Texas State Library in providing Texas Teens Read! to teens throughout Texas.

Christine McNew, editor

2007

Christine McNew is the Youth Services Consultant for the Texas State Library and Archives Commission and the Manager of Texas Teens Read!

2008 Texas Teens Read!

Game On! TTR.08

Introduction

Goals and Purpose

Texas Teens Read! is sponsored by the Texas State Library and Archives Commission in collaboration with local libraries. The purpose of Texas Teens Read! is to encourage teens to read during their summer vacations and become lifelong readers and library users, to establish the library as a safe and engaging space for teens, and to provide programming that will help teens become caring, responsible, and successful adults.

Target Age Group for Texas Teens Read!

Texas Teens Read! is designed for youth from 12 to 18 years of age, or from 7th through 12th grades. Individual libraries may adjust the age range based on the grade designations of the local school district, but it is important for the program to be specifically and uniquely for teens.

Theme

The 2008 Texas Teens Read! theme is Game On! TTR.08, and the programs in this manual support this theme. Program activities include video games, role-playing games, board games, trivia games, extreme sports, and more.

Artwork

Graphic novelist Rod Espinosa designed the posters, certificates, bookmarks, and clip art for Game On! TTR.08.

About the Artist: Rod Espinosa

Rod Espinosa is an artist, author, and the submissions editor for Antarctic Press, a graphic novel company located in San Antonio, Texas. Mr. Espinosa was born in the Philippines and graduated from the Don Bosco Technical College with a certificate in architectural drafting. He received a degree in advertising art from Santo Tomas University in Manila. Mr. Espinosa worked for seven years in various fields including advertising, software entertainment, and film before becoming a comic book author. He has been an illustrator for eight years. He came to San Antonio in 2001 to work full-time as a comic book editor and illustrator.

Mr. Espinosa is recognized for his work on graphic novels including The Courageous Princess, Battle Girlz, and a manga adaptation of Alice in Wonderland. For his graphic novel, The Courageous Princess (Antarctic Press), he was nominated for the 2000 Ignatz Award in two categories, "Promising New Talent" and "Best Artist". The Ignatz Award recognizes outstanding achievements in comics and cartooning. Mr. Espinosa was also nominated for the 2002 Eisner Award for "Best Title for Younger Readers” for The Courageous Princess. The Will Eisner Comic Industry Awards are considered the "Oscars" of the comic book industry.

Mr. Espinosa’s illustrations will be featured in a series of American History comic books on George Washington, Benjamin Franklin, Lewis and Clark, the Boston Tea Party, the Alamo, and Patrick Henry. Mr. Espinosa has said that he likes being an illustrator because he likes keeping his own hours. He actually works more hours than normal, but he gets to decide when and where, which is a good trade-off.

Selected Titles by Rod Espinosa

The Battle of the Alamo

New Alice in Wonderland Pocket Manga

Battle Girlz series

Chronicles of the Universe

The Courageous Princess

For Eternity series

How To Draw Manga

MetaDocs series

Neotopia series

DragonPro series

DinoWars series

Acceptable Use of Artwork

This year’s Texas Teens Read! artist is Rod Espinosa and he possesses the copyright to the artwork he created for Game On! TTR.08. In accordance with the artist’s contract, Rod Espinosa’s artwork will be included in the 2008 Texas Teens Read! manual on CD-ROM and will be uploaded onto the Texas State Library’s web site.

In accordance with the artist’s contract, the Texas State Library and Archives Commission grants Texas libraries a non-exclusive, non-transferable, limited right to reproduce all color artwork and clip art in the Texas Teens Read! manual to promote their libraries, Texas Teens Read! and reading. It may be used to create items such as crafts, t-shirts, programs, and library decorations. If a library utilizes artwork in print or on promotional items, the artwork must include the copyright symbol designating Rod Espinosa as copyright holder.

In addition, Texas libraries are granted permission to upload the color artwork and clip art onto their library web sites for the sole purpose of promoting the 2008 Texas Teens Read! program, libraries, and reading. If a library uploads artwork onto their web sites, the artwork must carry the copyright symbol designating Rod Espinosa as copyright holder. The library must also provide a link to the Acceptable Use of Artwork by Rod Espinosa.

The color artwork on the certificate, poster, and bookmark may not be altered or modified in any way. Images may not be manipulated and colors may not be changed. It is, however, acceptable to use a part of the artwork for promotion. For example, an image of a specific character or a portion of the artwork may be pulled from the whole art piece and placed on a button, flyer, or other promotional item. The artwork must include the copyright symbol with Rod Espinosa listed as copyright holder.

All reproductions of the color poster, bookmark, and certificate must credit Texas Teens Read! and the Texas State Library and Archives Commission. They must include the words, “Texas Teens Read!” and “The 2008 Texas Teens Read! is Sponsored by Your Local Library and the Texas State Library and Archives Commission.” This text appears on the color artwork and must remain on the poster, bookmark, and certificate.

Bookmarks, Borders, Buttons, Certificates, Reading Logs, and More!

Public libraries in Texas may use the artwork to create items for use as incentives, awards, and prizes that are given to teens. The artwork is the property of the artist. Please respect his work! All images must include the copyright symbol with Rod Espinosa listed as copyright holder. Libraries may resize and reverse the clip art, but may not alter it. The name of the library may be added, but the art is owned by the illustrator and should not be touched up, edited, or modified without permission. Color may be added to the clip art only if the same color hues as represented in the poster, bookmark, and certificate are utilized.

The artwork may only be used on items that will be sold if the proceeds are returned to the library directly, or through a Friends of the Library organization, and sales are limited to Texas. Please direct questions to the Texas State Library and Archives Commission, 512-463-6623.

For more information, please contact Christine McNew, Youth Services Consultant, at christine.mcnew@tsl.state.tx.us.

To Use Clip Art

• Start with your text idea

• Choose the clip art that best matches your text

• Scan, copy, or download the clip art and reduce or enlarge it as needed

• Place the scanned clip art in your computer document, or cut it out and paste the clip art to your hardcopy original

• Add finishing touches, and print or copy your masterpiece

About the Manual Authors

Four members of the Texas Teens Read! Advisory Committee, Deban Becker, WyLaina Hildreth, Amanda Hipp, and Kendra Perkins, collaborated to write the eight programs in the Texas Teens Read! manual. Christine McNew, Manager of Texas Teens Read! for the Texas State Library and Archives Commission, edited the manual and contributed many ideas to the programs.

Deban Becker is a youth services librarian at the W. O. Haggard, Jr. Library in the Plano Public Library System. Ms. Becker previously worked as a Teen Librarian in a Michael and Susan Dell Foundation Wired for Youth Center at the Austin Public Library. Ms. Becker received her MLS from the University of North Texas.

WyLaina Hildreth is a teen librarian at the Forth Worth Public Library. She previously worked at the Denton Public Library and the Great Northwest Branch of the San Antonio Public Library. Ms. Hildreth received her MLS from the University of North Texas. She was a co-author of the young adult and celebrations chapters of the 2007 Texas Reading Club manual.

Amanda Hipp is currently the senior librarian over Irving Public Library's Public Information Office. Ms. Hipp was previously the system's teen librarian for three years. She obtained her MLS degree from the University of North Texas.

Christine McNew is the Youth Services Consultant for the Texas State Library and Archives Commission and Manager of Texas Teens Read! She initiated the Texas Teens Read! program and the Texas Teens Read! Advisory Committee and serves as liaison to that Committee. Ms. McNew graduated from the University of Texas in 1989 and worked as a children’s librarian for ten years before coming to the Texas State Library and Archives Commission.

Kendra Perkins is currently the Chair of the Texas Teens Read! Advisory Committee. Ms. Perkins is a youth services librarian at the Larry J. Ringer Public Library in the Bryan + College Station Public Library System. She received her MLS from Texas Woman’s University.

About the Manual

This manual features an introduction, eight programs for teens, and an annotated bibliography of books and films. The introduction includes ideas on promotion, funding, and gaining the support of the library and community. The programs include suggestions for offering them in both a high and a low technology environment to enable libraries in large and small communities with varying budgets and levels of technology to adapt them to their needs. Each program explains preparation and equipment that will be required so that librarians who have never hosted teen gaming programs may successfully plan and implement them. Librarians may freely adapt the manual programs to the needs of their libraries and communities. The annotated bibliography is provided to assist librarians in ordering resources cited in the manual programs.

Selection Criteria for Resources in the Manual

Most of the books recommended in the manual programs received at least two positive reviews in professional journals, are award-winners, and/or are on recommended reading lists such as those maintained by ALA’s Young Adult Services Association (YALSA) and TLA’s Young Adult Round Table (YART). In the event that a resource did not have reviews, at least one of the authors of the manual personally read the book, reviewed the web site or other resource, and can personally attest to its usefulness.

A Note About Web Sites

Recommended web sites featuring background information, instructions on program topics, and additional resources are included in the programs. They are suitable for teens or for use by the library staff and volunteers. Librarians may wish to bookmark sites intended for teens on the library’s computers, or display them near the computers.

All of the web sites were active as of September 2007. Sites often change, move, or are removed. It is highly advisable for librarians to view the web sites before directing teens to them. If an error message appears, it may be necessary to search for the web page title using a search engine or to locate another web site on the topic.

The presence of a link to a web site is not an endorsement of the site by the Texas State Library and Archives Commission. This manual provides links as a convenience. Occasionally web sites lapse or they are taken over by inappropriate content. Web pages included in this manual may contain links to additional web sites that are managed by organizations, companies, or individuals. These sites are not under the control of the Texas State Library and Archives Commission, and the Texas State Library is not responsible for the information or links that you may find in them.

While the Texas State Library and Archives Commission does everything possible to find more stable sites and to remove inappropriate sites from the Texas Teens Read! manual, library staff should always view the sites before suggesting them to teens to ensure that the content remains suitable.

Professional Resources on Gaming in Libraries

Librarians planning to host Game On! TTR.08! programs may learn about gaming in libraries in these recommended professional resources.

Articles

Barack, Laura. “Gaming at Your Library”. School Library Journal. July 2005.

This is an extremely short article suggesting the use of some video games in libraries as a way to attract young people. Available through TexShare EBSCO Host database.

Czarnecki, Kelly. “A Revolution in Library Service: Gaming is More than Just a Lure Into the Library”. School Library Journal. May 1, 2007.

This article discusses how to bring teens into the library through gaming. Available online at article/CA6438272.html?q=gaming+in+your+library+2007

Delneo, Catherine. “Gaming for Tech-Savvy Teens”. Young Adult Library Services. Spring 2005.

This article introduces gaming in libraries and has an excellent bibliography of professional resources as well as a teen fiction booklist.

Levine, Jenny. “Gaming and Libraries: Intersection of Services”. Library Technology Reports. September/October 2006.

This issue of Library Technology Reports consists of chapters rather than articles, and each chapter deals with a different aspect of computer gaming and libraries. Chapter 1 helps explain why libraries should be involved in computer games. It also deals with complaints against violence and explains how games can be used to encourage literacy. Available through TexShare’s EBSCO Host database.

Levine, Jenny. “Getting Your Game On”. American Libraries. January 2007.

Jenny Levine, the Shifted Librarian, discusses her passions, gaming and libraries in this column. Available through TexShare’s EBSCO Host database.

Phillips, Amy and Becky Spilver. “Console Video Games: A Core Collection for Elementary/Middle Grades”. School Library Journal. July 1, 2006.

This article presents a list of ten top game titles. In addition to the ESRB ratings, it includes more specific ratings by grade level. Some of the games listed are for grades 6 and up, making them suitable for teens. Available online at article/CA6350090.html?q=console+games.

Sellers, John. "Teen Marketing 2.0". Publishers Weekly. September 3, 2007.

This article describes how publishers are using MySpace, Gaia Online, and other sites to attract teens. For example, publishers invite teens to sign up for programs and receive advanced reading copies of books in exchange for reviews. Some publishers provide blog tours, in which teens post questions for authors, in lieu of traditional book tours.

Ward-Crixell, Kit. “Gaming Advocacy: Report on TechSource Symposium: New Ways Librarians Can Support Learning and Literacy”. School Library Journal. September 1, 2007.

Ms. Ward-Crixell discusses different ways to include gaming in libraries. This report on the TechSource Symposium discusses issues of interest to librarians who work with children and teens. Available online at article/CA6472364.html?q=gaming+2007.

Wilson, Heather. “Gaming for Librarians: An Introduction”. VOYA (Voice of Youth Advocates). February 2005.

This article discusses several different types of games that could be used to entice teens into a library, and it provides an annotated bibliography of books, magazines, and web sites with additional information. There are sections of the article devoted to computer and video games, role-playing games, card games (collectible and trading cards), miniature games, and board games. There are also sections about games as tie-ins to books, movies, and television shows, explanations of why libraries should include games, and ideas for how libraries can get games. See VOYA at

Book

Neiburger, Eli. Gamers…in the Library?! The Why, What, and How of Videogame Tournaments for All Ages. (ALA 2007)

This book will help you with the logistics of holding a videogame tournament in the library, including tips on what has and hasn’t worked in other libraries. Available through the ALA Store at alastore.SiteSolution.taf?_sn=catalog2&_pn=product_detail&_op=2331.

ALA TechSource Symposium Webcasts

ALA TechSource Gaming, Learning, and Libraries Symposium 2007.



Dozens of presentations from the symposium are available as MP3 audio files on this site, including those listed below and keynote presentations by James Paul Gee, Henry Jenkins, Liz Lawley, and Gregory Trefry.

Galloway, Beth. “Developing Collections of Games for Libraries”. ALA TechSource Gaming, Learning, and Libraries Symposium 2007.



Ms. Galloway discusses how to make the case to include video games and software in your collection, and how to evaluate, select, purchase, store, and market PC and console games. On this web site you may listen to an MP3 audio file of the presentation and view the PowerPoint slide show.

Fallow, Katherine. “What IF: Gaming, Intellectual Freedom and the Law”. ALA TechSource Gaming, Learning, and Libraries Symposium 2007.

techsource.blog/2007/08/audio-from-glls2007-what-if-gaming-intellectual-freedom-and-the-law.html

Several states have passed laws restricting minors' access to violent video games. Courts have invalidated these laws under the First Amendment. Some groups advocate laws to regulate access to games based on their content, or laws banning violent games. These organizations and individuals may turn their attention to libraries that add games to their collections. This presentation discusses intellectual freedom principles and the First Amendment in relation to games and gaming activities, along with recent court decisions addressing minors' access to video games, the legal status of game ratings, and policy developments. Listen to an MP3 audio file of the presentation on this site.

Laszczal, Kelly, Eric Currie, and Alex Tyle. “How’d They Do That? A Step-by-Step Guide to Starting a Gaming Program at Your Library.” ALA TechSource Gaming, Learning, and Libraries Symposium 2007.



On this web page you may listen to the MP3 audio file of this presentation to learn how to create a successful gaming program on a limited budget, including Dance Dance Revolution tournaments, Halo 3 tournaments, online discussion groups for teens, equipment, and games that work well for the library.

Web Sites

YALSA Gaming Lists and Activities



This YALSA web page includes a list of the top fifty games and activities. It also includes the content for a brochure entitled Why Gaming @ your library which includes discussion of why libraries should be involved with teens in virtual communities.

YALSA Teen Tech Week



The first annual Teen Tech Week was celebrated from March 4-10, 2007. The second annual Teen Tech Week will be from March 2 - 8, 2008. Teen Tech Week is a national initiative by YALSA aimed at teens, their parents, educators and other concerned adults. The purpose is to ensure that teens are competent and ethical users of technologies, especially those that are offered through libraries. The "Activities" section of the web page has some great ideas for going virtual at your library.

Positive Youth Development

Each of the eight programs in the manual connects the suggested activities to positive youth development based on the “40 Developmental Assets for Adolescents” outlined by The Search Institute. The assets are positive experiences, relationships, opportunities, and personal qualities that young people need in order to grow into healthy, caring, responsible, and successful adults. These developmental assets are at the heart of many school and community programs for young adults nationwide. Young adults who are exposed to more of these assets have higher levels of academic success, are less likely to participate in risky behavior, and have fewer problem behaviors, including tobacco use, depression and attempted suicide, antisocial behavior, school problems, driving under the influence of alcohol, and gambling. They are also more successful in their adult lives. Teens develop assets by participation in library programs such as the young adult reading clubs, teen volunteer programs, and teen advisory boards, and other programs outlined in this manual.

The “40 Developmental Assets for Adolescents” are reprinted below with permission from the Search Institute, (Minneapolis, MN: Search Institute). © Search Institute, 1997. search-. To learn more about the assets, see the Search Institute web site at assets. Additional information about the value of the 40 assets and the research conducted by the Search Institute may be found at research/.

The Search Institute’s 40 Developmental Assets for Adolescents

External Assets

Support

1. Family Support - Family life provides high levels of love and support.

2. Positive Family Communication - Young person and her or his parent(s) communicate positively, and young person is willing to seek advice and counsel from parents.

3. Other Adult Relationships - Young people receive support from three or more non-parent adults.

4. Caring Neighborhood - Young person experiences caring neighbors.

5. Caring School Climate - School provides a caring, encouraging environment.

6. Parent Involvement in Schooling - Parent(s) are actively involved in helping young person succeed in school.

Empowerment

7. Community Values Youth - Young person perceives that adults in the community value youth.

8. Youth as Resources - Young people are given useful roles in the

community.

9. Service to Others - Young person serves in the community one hour or more per week.

10. Safety - Young person feels safe at home, school, and in the neighborhood

Boundaries and Expectations

11. Family Boundaries - Family has clear rules and consequences and

monitors the young person’s whereabouts.

12. School Boundaries - School provides clear rules and consequences.

13. Neighborhood Boundaries - Neighbors take responsibility for monitoring young people’s behavior.

14. Adult Role Models - Parent(s) and other adults model positive, responsible behavior.

15. Positive Peer Influence - Young person’s best friends model responsible behavior.

16. High Expectations - Both parent(s) and teachers encourage the young person to do well.

Constructive Use of Time

17. Creative Activities - Young person spends three or more hours per week in lessons or practice in music, theater, or other arts.

18. Youth Programs - Young person spends three or more hours per week in sports, clubs, or organizations at school and/or in the community.

19. Religious Community - Young person spends one or more hours per week in activities in a religious institution.

20. Time at Home - Young person is out with friends “with nothing special to do” two or fewer nights per week.

Internal Assets

Commitment to Learning

21. Achievement Motivation - Young person is motivated to do well at school.

22. School Engagement - Young person is actively engaged in learning.

23. Homework - Young person reports doing at least one hour of homework every school day.

24. Bonding to School - Young person cares about her or his school.

25. Reading for Pleasure - Young person reads for pleasure three or more hours per week.

Positive Values

26. Caring - Young person places high value on helping other people.

27. Equality and Social Justice - Young person places high value on promoting equality and reducing hunger and poverty.

28. Integrity - Young person acts on convictions and stands up for her or his beliefs.

29. Honesty - Young person “tells the truth even when it’s not easy.”

30. Responsibility - Young person accepts and takes personal responsibility.

31. Restraint - Young person believes it is important not to be sexually active or to use alcohol or other drugs.

Social Competencies

32. Planning and Decision Making - Young person knows how to plan ahead and make choices.

33. Interpersonal Competence - Young person has empathy, sensitivity, and friendship skills.

34. Cultural Competence - Young person has knowledge of and comfort with people of different cultural/racial/ethnic backgrounds.

35. Resistance Skills - Young person can resist negative peer pressure and dangerous situations.

36. Peaceful Conflict Resolution - Young person seeks to resolve conflict nonviolently.

Positive Identity

37. Personal Power - Young person feels he or she has control over “things that happen to me.”

38. Self-Esteem - Young person reports having a high self-esteem.

39. Sense of Purpose - Young person reports that “my life has a purpose.”

40. Positive View of Personal Future - Young person is optimistic about her or his personal future.

Planning for Texas Teens Read!

Begin by developing a list of goals for your Texas Teens Read! program and discussing them with your library administration. Goals may be based on the Search Institute’s 40 Developmental Assets or on other research. Texas Teens Read! goals must align with the mission of the library, and may include

• Fulfilling your community’s need for a safe and engaging space for teens

• Enticing teens to use the library

• Promoting the library’s teen services and resources

• Building a relationship with local teens

• Encouraging recreational reading

• Encouraging teens to become lifelong readers and library users

• Providing opportunities for teens to be recognized and awarded for their reading

Ask for input about how to structure your reading club from various groups, including library staff, community partners, and most importantly teens. Ask the Teen Advisory Board or teen volunteers to participate in the planning process and take their invaluable input into consideration. Talk to teens at every opportunity to discover what will appeal to them. Involving teens in this process will not only give them a sense of ownership and pride in the program, but it will also encourage teens to participate and promote the library’s programs. Teens will also be happy to help prepare for the club and the programs. They can help decorate the programming room, help with the preparation, play music, and help other teens play games during the programs.

You may wish to supplement the poster, certificate, bookmarks, and reading logs provided by the Texas State Library with incentives suggested by your local teens. Ask teens what incentives will motivate them to read, what programs they would like to attend, how they would like the program to be structured, and how they would like incentives to be awarded, so that these will meet their interest and needs. Ask them if they would enjoy the programs outlined in the manual or if they would like to suggest others. You may wish to create and post an online survey on your library’s teen services web page and/or post a print survey in your library asking for teen input.

Begin planning for your Texas Teens Read! programs long before the summer begins, ideally in January or February. The sooner you consider programming ideas and finalize your plans, the sooner you can begin preparation and promotion, which will help create a more successful program.

Consider the time, staff, and space constraints a program of this type will create on the library or library system. Listen to the concerns of the staff and patrons, especially if this is your first teen summer reading program. Your colleagues’ support will be important to the success of your Texas Teens Read! program. Also, brainstorm program ideas with other librarians who serve young adults or older children. One of the best resources available is the library staff’s collective creativity.

The Introduction to No Limits: READ! Young Adult Reading Club and Programming Manual by Lisa Youngblood (Texas State Library and Archives Commission, 2002) contains excellent information on planning and structuring a teen reading club. Access it online at tsl.state.tx.us/ld/pubs/yareadingclub/index.html.

Marketing, Cooperation, and PR

Preparation: Planning and Sponsorship

Preparation for Texas Teens Read! may include contacting various businesses for sponsorship and donations, finding and purchasing incentives, collecting and planning for decorations for programs and the club, securing games and accessories, and preparing for each individual program the library will offer.

One of the largest barriers for most libraries is limited funding. One way to secure funding is to find sponsors or ask for donations from members of the community. Determine your available budget and then invite community partners to contribute towards games, equipment, accessories, decorations, refreshments, and incentives. Local businesses are often very willing to donate funds or supplies to support library programs, especially for teens, the age group with the largest amount of disposable income. All you have to do is ask! Depending on the particular business, you may talk with the owner in person, write a letter on your library’s letterhead, or fill out a Donation Request Form provided to you by the particular business. Most companies and chain stores have policies on donations and may make donations only at certain times of the month and year, so call and check on the donation policy.

Partnerships or donations can be big or small, formal or informal, for the whole summer or for one event, but whatever the size of the contribution, it is important that the sponsorship be mutually beneficial. Acknowledge sponsors in promotional material, news releases, or press coverage. Also, acknowledge them and their contributions by sending a thank you letter and summary of program results, including the goals and the results of the evaluation for the program.

There may be individuals or groups in your community who are willing to present programs in the library without charge. Representatives of local businesses that sell games or gaming supplies may be happy to present or participate in programs. Many people in your community may have knowledge or skills related to your programs that they enjoy sharing. Contact local hobbyists, bookstores, game stores, cultural groups, performers, clubs, recreational facilities, and local schools to see what talent the community holds.

Draft letters to send out to local businesses that have teens as clientele, including fast food restaurants (especially pizza parlors), grocery stores, recreational facilities, bookstores, music stores, movie theaters, and video game stores. Keep the letter simple. Explain the program, your contribution needs, the dates when the contribution is needed, and the benefits for the contributor. A “Sample Letter to Potential Sponsors” is included below. Once the letter is sent out or delivered, follow up with a phone call or a visit. Try to make this as easy and convenient for the potential sponsor as possible. Once funds for the program have been secured, then you can begin implementing the ideas the library and the teens have suggested.

Sample Letter to Potential Sponsors

Library Return Address

Date

Name and Address of Potential Sponsor

Dear ___________________,

The ___________________ Public Library is dedicated to encouraging reading and literacy for community members of all ages. This year the _____________________ Library is reaching out to teens by participating in Texas Teens Read!, a statewide summer reading program. Our goal is to encourage teens between the ages of 12 and 18 to continue reading throughout the summer and to attend programs in the safe and engaging space of the library.

The theme this year is Game On! TTR.08 and at library programs teens will play board games, outdoor games, video games, trivia games, and more. The program begins on (start date) and ends on (finish date).

We hope that you will consider becoming a Game On! TTR.08 sponsor by donating (materials or money). We will be very happy to acknowledge you on flyers promoting the program and on our web site, if you would like to provide us with a link.

I will contact you soon to discuss how we may work together to provide this exciting program to teens. If you have any questions or if you would like to contact me, please feel free to call me at __________________. Thank you so much for your continued support.

Sincerely,

Your Name and Title

Marketing and Promotion

Your inaugural Texas Teens Read! program will require heavy marketing and lots of publicity for the greatest success. Since the program is tailored towards teens, the promotional materials and publicity efforts should be directed towards them. Promote the program wherever teens are: through the local schools, at places teens frequent, and through mediums that they use and are familiar to them, including virtual communities. Virtual promotion may reach teens that do not have a positive view of the library and/or are unaware of what the library offers for teens. Begin promoting Game On! TTR.08 early and then promote each of your individual programs approximately 2 to 4 weeks in advance.

Flyers and Posters

Make flyers and posters colorful and eye-catching, but not too busy. They should stimulate teens’ interest without giving too much away. Include all necessary information but avoid information overload. Invite teens to contact you to assist with programs and to volunteer at the library during the summer on your flyers.

Consider the target age range for the program. If the program is tailored towards younger teens and ‘tweens, then let the design and content of the posters and flyers reflect that. If you are presenting a program specifically for older teens, then make the promotional materials edgier and more appealing to their interests.

Try a unique approach by producing teen flyers that are palm size or business card size for teens to put in their purse or wallet. Create small flyers that are more informal than full-page or even half-page flyers. Distribute or display these at schools, community centers, and any place teens typically hang out, such as the following.

• Near snack machines (in the library and community)

• Malls or shopping areas (including bookstores, music stores, game stores, comic shops, video rental stores, and clothing stores)

• Groups or meetings (Girl Scouts, Boy Scouts, church groups, etc.)

• Activity centers (Parks and recreation facilities, YMCA, YWCA, Boys and Girls Clubs, etc.)

• Recreational facilities (roller skating rinks, bowling allies, batting cages, community pools, parks, game centers, movie theaters)

• Fast food restaurants

• Convenience stores

Also, if you have any sponsors for your program or received donations from any organizations, send them flyers and posters to promote the program. If they were willing to give time or money to your program, then they have a stake in seeing the program succeed. In most cases, they will enjoy helping get the word out. Remember also to list sponsors and contributors on flyers and include links to their web sites on your library’s web page.

Word-of-Mouth

The best way to reach teens is to talk to them and encourage them to spread the word. Word-of-mouth promotion is very, very important with teens. Try to get the word out by visiting schools and community organizations to mingle with teens. Tell them about the program; listen to their ideas for improving the program and act on their suggestions. Give the teens you meet a handful of flyers or a couple of posters and encourage them to pass them out to their friends or post in places they hang out. Do your best to get them excited about the program! If they are excited about the program, then they will tell their friends about it. Also, try to get teens involved in promoting programs to their peers. Not only can the teens help distribute flyers and posters, but they can also share their enthusiasm about the program and ultimately, excite others about your library’s teen summer reading program. If you have a regular teen group or a Teen Advisory Board, include them in your plan for actively promoting the program.

PSAs/Press Releases/Community Calendars

Local media can get the word out about upcoming library programs. You may use Public Service Announcements (PSA), press releases, community calendars, or a combination of these.

It is important to remember that print space and air time are limited, so the item submitted must be newsworthy, of interest to the media’s target audience, and delivered according to the media outlet’s schedule. Contact media outlets in advance and request their deadlines, submission requirements and guidelines, as well as their preferences for length and method of submission. Many stations require at least a few weeks’ notice, so prepare your PSA as far in advance as possible. Some stations prefer faxed submissions, some prefer email, and still others want PSAs to be delivered in person or by postal mail. Printed calendars may have deadlines as much as a year in advance and you may need to send a general description long before you finalize your programs.

Send a press release to your local newspapers, radio, and TV stations publicizing the “kick off” for Game On! TTR.08 and then send press releases for the individual programs approximately two weeks before each event. When you send your press releases, invite local media to attend the events or offer to send the editor pictures of the programs for a follow-up piece. If you plan to include pictures of teens, you must prepare a form for teens and their parents to sign giving permission to publish the photographs. Ask your city and/or library system about policies and procedures to protect teens’ privacy.

When writing a press release, make it short while still including all the pertinent information. The first paragraph should include who, what, when, where, why, and how. The paragraphs that follow can include more general information.

Public Service Announcements are designed to air on radio or TV stations. Generally an announcer or an on-air personality reads a PSA, but some outlets require an audio or video recording of a PSA. You may submit the text for a PSA that gives an overview of the library’s Texas Teens Read! program as a whole, or you may submit a PSA about a particular event, such as a kick-off or grand finale. Try to get spots on several radio and TV stations, particularly on stations that teens listen to. A single broadcasting company often owns multiple radio stations and will distribute a PSA to all its stations. A PSA is often shorter and less formal than a press release. Typically they are about 20 to 30 seconds. The sample PSA below may be read in 20 seconds.

Sample Public Service Announcement

To: ______ Broadcasting (or radio station name)

From: Your Name at ____ Public Library

Please announce on all stations.

Attention: PSA

_________ Public Library’s teen summer reading program begins on _________. This year’s Texas Teens Read! theme is Game On! TTR.08. If you are age 12-18 or will be going into grades 7-12, join _______ Public Library at [time] for our opening event. Call [phone number] or visit [web site address] for more information. Free events will be held weekly on [day of the week] at [time].

Local television stations often have programs that feature items of community interest. If you are aware of such a program, contact the television station to ask if you can talk about the library’s summer programs. You will typically have a short interview with the host, in which they will ask you a little about the program. Find out ahead of time how long the interview will be and plan the information you will provide. Bring a small handout so you can glance at it if you need to double-check a date. Be calm, and try to speak clearly. Typically these programs will also provide the library’s contact information, so you do not have to fit every last detail into a couple of minutes. If you are not aware of any such program in your community, search your local television stations’ web sites and/or call and ask the television station if they have one.

Many media venues and cities will also include library program information on their community calendars. Provide them with the dates, times, and locations of your programs. Check submission requirements for community calendars, especially printed calendars, since they may need information far in advance.

Presentations at Schools

Visiting local schools is a fundamental way to promote the library and your programs. School librarians and principals can be especially valuable in getting the word out to students and parents about your summer programs and about other library programs throughout the year. Develop ongoing working relationships with the school librarians, principals, and teachers, beginning in the fall of each school year. Ask them how the public library can serve them and establish a true collaboration. This may lead to class visits to the library, homework assignment alerts, a library card campaign for students, or collaborative collection development, etc., as well as permission for you to visit schools to promote your Texas Teens Read! program.

Even if time does not permit ongoing communication and collaboration with the schools, it is possible to market the Texas Teens Read! program in junior high and high schools. Send a letter to the district superintendent or school principals in January or February asking for permission to visit schools. Check the calendar on the school or district web site and find out when standardized testing of students will occur. Suggest dates for your visits that are after standardized testing is completed. Follow your letter with a phone call to talk in more detail about the visits and scheduling, and ask who to contact to schedule visits at each individual school. In many cases, you will be asked to schedule your visit with the school librarian who may be eager to collaborate with you to promote the program.

Allow each school to schedule and organize your visit conveniently. Your visit might include going to individual classrooms to talk about the programs at one school, doing a presentation at one or two classes during “library time” at another, or making a brief announcement at an assembly or an after-school function attended by the entire student body at yet another. Be prepared to talk to groups of various sizes and for various lengths of time. Make your presentation engaging. Tell the students about the who, what, when, and where of your summer programs, give them bookmarks or other printed materials, show the poster and tell them about the artist, tell a story or anecdote, or present a booktalk. Tell them about your teen collection and your media collection. Make it fun! Invite teens to come to the library, read, attend programs, and volunteer.

Consider asking school personnel to read a PSA or play a recorded PSA during daily announcements in the weeks before your summer programs. If time and staff permit, visit local schools to make presentations about your summer programs or mingle with the teens, talk about the summer programs with the students, and booktalk teen books. This promotes the library as a whole, lets teens know about Texas Teens Read!, and gives teens a friendly face to look for when they come to the library.

At a minimum, take or send posters and flyers to the school and ask the librarians or principals to display them in the library or in the school office or entry hall. Individual schools and school districts have different guidelines for distributing items to students, so ask about them before printing up a bunch of flyers. Some school districts have a central administrative office that must approve anything that will be distributed on campus. Letting them approve handouts in advance will allow you to make any revisions to your handout before reproducing numerous copies. The school district’s administrative office can also tell you how many copies you need and how they prefer to have materials delivered and distributed. Some schools require materials to be bundled in stacks of 20 or 30 for easy distribution to teachers. Some want everything sent to the administrative office, and others want materials sent directly to the individual schools. Policies on flyers and school visits may also vary. For instance, in some school districts, flyers for each student and school visits are allowed at the middle school level, but there is a different policy at the high school.

If the school or district’s policy prevents you from visiting schools or distributing flyers to students, or if your library staffing level is too low for school visits, send materials for the school librarian to distribute and display. Also, keep plenty of handouts, posters, and flyers in your library.

Promotional Videos

In many cases, schools and even libraries show video announcements, either at the actual facility or online through their web site. If available, use this marketing opportunity to involve teens in promoting the Texas Teens Read! program by asking a group of teens or a high school video club to produce a promotional video. The video can be distributed to the local middle and high schools, in the libraries, through the library’s web site, on local public television channels, and on web sites such as YouTube. Allow the teens to plan the video, gather props and costumes, direct it, and star in it. Give them the basic information and let them know what needs to be included, and leave the rest up to them! A creative group of teens can come up with very original and visually appealing video announcements! Be sure to collect signed consent forms from anyone who appears in the video.

Online Promotion: Websites/Blogs/e-Newsletters/Email/ Instant Messages/Social Networking/Podcasts

Librarians will reach teens by marketing through media they use. Nearly 90% of all teens between the ages of 12 and 17 are online according to the PEW Report on Teens and Technology pdfs/PIP_Teens_Tech_July2005web.pdf.

If your library has a teen web site, include information about Texas Teens Read! and your summer programs. Include the web address on all promotional materials. If you do not currently have a teen web site but might get one in the future, list the library’s general web site address on any materials you hand out. That way, if you do add a teen page, teens can easily find it. If possible, host an online reading club so teens can record and keep track of their reading online. Many libraries host online summer reading clubs using a software management system produced by Evanced Solutions at .

Web logs (or blogs) are effective ways to market teen programs, and to enlist teens to participate in the planning process, offer suggestions, and give feedback on individual programs or Texas Teens Read! as a whole. If the library hosts blogs, use the teen blog to promote the Game On! TTR.08 programs. If the library does not have a blog for teen services, get one! They are free, or generally very low cost, easy to use, and they are a must have for connecting with teens. Consider linking to some relevant blogs if your library is unable to host blogs due to security concerns. Perhaps a local group with a blog will include what’s going on at your library in its list of upcoming events and activities.

Online eNewsletters are also a great way to promote teen programs in the library. Teens can sign up to receive the newsletters through their email and even forward them on to friends. Let the teen advisory board or volunteers create weekly or monthly eNewsletters to market teen events directly to teens.

You may also reach teens who do not come into the library regularly through email, Instant Messenger, social networking sites if your library allows them, and podcasts on your library’s teen web page.

Legalities

Several legal issues may affect your Texas Teens Read! programs. If you have questions about a specific situation, please seek legal counsel. The Texas State Library and Archives Commission shares this information but is unable to offer legal advice.

Gaming and the Law

In recent years several states have passed laws restricting minors' access to violent video games. Courts have invalidated all of these laws under the First Amendment. Some states have passed laws restricting minors from purchasing games rated “M” (Mature) or “AO” (Adults Only) by the Entertainment Software Rating Board (ESRB). The ESRB was created in the late 1990’s in response to congressional interest in video games. There are groups advocating laws to regulate access to games based on their content, or laws banning violent games.

An MP3 audio file of What IF: Gaming, Intellectual Freedom and the Law by Katherine Fallow, a presentation at the 2007 ALA TechSource Gaming, Learning, and Libraries Symposium, is available at

techsource.blog/2007/08/audio-from-glls2007-what-if-gaming-intellectual-freedom-and-the-law.html. This presentation discusses intellectual freedom principles and the First Amendment in relation to games and gaming activities, along with recent court decisions addressing minors' access to video games, the legal status of game ratings, and policy developments.

Some communities have experienced controversy regarding video gaming programs and video games in circulating collections. For example, controversy arose in response to library gaming programs featuring games rated “M” by the ESRB, such as Halo. It is recommended that libraries establish board-approved policies that include selection criteria for video games in the circulating collection, installed on library computers, and played at library programs. The policy may include statements about acceptable ESRB ratings for video games for children, teens, and adults. For example, the policy may state that games rated “EC”, “E”, and “10+” will be in the children’s collection, games rated “E”, “10+”, and “T” will be in the teen collection, and that the adult collection may include games rated “M”. The policy may also state that games rated “EC”, “E”, and “10+” will be played at children’s gaming programs or installed on computers in the children’s department, and that games rated “E”, “10+”, and “T” will be played at teen gaming programs and installed on computers in the teen department. This policy should be provided to patrons, particularly parents of children and teens attending gaming programs and playing games on library computers.

The Bingo Enabling Act

Bingo games fit so many areas of our programs; it is an easy game to play, and can be tailored for almost any topic. While you may be tempted to play “Sports Bingo,” “Nutrition Bingo,” or even “lotería de leer,” as you plan your summer programs, please be aware that it is a third degree felony, subject to a $10,000 fine and three years of jail time, to sponsor any bingo without a license.

The Bingo Enabling Act does not permit libraries, schools, and non-profit organizations to sponsor any type of Bingo game without a license from the Texas Lottery Commission. Licenses are required for all types of bingo, including Mexican Bingo or lotería. Licenses are only available to organizations that hold a 501c exemption from the IRS and have been in existence for at least 3 years. Applying for a license may take 30 to 60 days. Application forms are available online at . According to the Lottery Commission, a license may cost from $100 to $2500 per year. Libraries with bingo licenses must charge participants who play bingo and must collect taxes. They must maintain records and file quarterly reports with the Texas Lottery Commission. Additionally, "An individual younger than 18 years of age may not play bingo conducted under a license issued under this chapter unless the individual is accompanied by the individual's parent or guardian.” For more information on the Bingo Enabling Act, please visit the Texas Lottery Commission’s web site at export/sites/Bingo/Regulations_x_Statutes/Bingo_Enabling_Act/. Specifically, see Subchapter L. Enforcement, Sec. 2001.551. Unlawful Bingo; Offense.

According to the State of Texas Lottery Commission, bingo “means a specific game of chance, commonly known as Bingo or lotto, in which prizes are awarded on the basis of designated numbers or symbols conforming to numbers or symbols selected at random." It is tempting to think that because we don’t charge fees to play, or we are basing a game on books, library resources, or educational topics, or that we are not offering any prizes, that the game is not really bingo. If it looks anything like bingo and the winner is determined by chance, then don’t take the chance that you’ll get in trouble! Play Wheel of Fortune, Jeopardy, or another game instead.

Copyright Issues

This section will discuss copyright primarily as it relates to public performance of music and videos in library programs and will provide some basic information about copyright as it relates to public libraries. The information is intended to help library staff and volunteers understand issues related to the use of materials protected by copyright in library programs. Please consult an attorney if you have questions about copyright and fair use. The information provided in this section is not intended to provide legal advice.

Written works such as books, poetry, magazine articles, or jokes, music, and film are considered creative property and are covered by copyright law unless they are in the public domain. All items are covered by copyright upon their creation by default, regardless of whether the creator registers the copyright or includes a notice of copyright on the work. A creative work that is not protected by copyright is said to be in the public domain. Everyone may freely use works that are in the public domain. A work may be in the public domain if:

1. The term of copyright for the work has expired;

2. The author failed to satisfy statutory formalities to perfect the copyright, or

3. The work was created by the U.S. Government.

In general, works created before 1923 are now in the public domain. Works created after 1923 are subject to a variety of laws that regulate copyright and renewal of copyright. The Cornell Copyright Information Center at copyright.cornell.edu/training/Hirtle_Public_Domain.htm provides an excellent chart outlining copyright terms for various types of materials.

Some writers want their material to be widely available and choose not to enforce copyright.  Copyright owners may specifically “license” certain kinds of free use, such as non-commercial or educational purposes. It is important to understand, however, that even though something is “freely available” or can be found in many locations on the Internet, the item is probably still covered by copyright. Assume that someone owns the copyright to material unless you find documentation to the contrary!

Just to add to the complexities, some art becomes so intricately connected to a specific company that even though the copyright may have expired, the material does not become part of the public domain because it is part of the company’s trademark. Mickey Mouse, for example, was created in 1920 and therefore should no longer be covered by copyright. However, as a symbol of the Walt Disney Company, representations of Mickey are covered by other rules and you may not make copies of Mickey Mouse.

For more information about copyright, including fact sheets about fair use and searchable databases to determine copyright ownership, go to the Library of Congress, .

Music

Questions have been raised about the use of recorded music in public library programs. A public performance is defined as, “one in a place open to the public or at any place where a substantial number of persons outside of a normal circle of a family and its social acquaintances might gather.” Damages of a minimum of $750 for each infraction might be levied for unlawful public performance. If you use music in your Texas Teens Read! programs, you may wish to get legal advice as to whether or not a license is required for those public performances or whether the use is considered “fair use” under copyright laws.

It might be possible to argue that teen programs are educational, in which case exceptions to the exclusive rights of a copyright owner for educational uses might apply. If you intend to rely on this exception, you should seek legal advice to gain a more complete understanding of the teaching exception than can be provided by the Texas State Library.

Music that is played while teens enter the programming room, during a program, at the start or end of the program, and background music would probably not be considered either an educational exception or a fair use. For those uses, the library needs a public performance license or licenses. Even if the teens sing a song, it is technically considered a public performance and a license is required unless the song is in the public domain.

Recently a judge found that even karaoke played in a public place violated copyright. When a karaoke machine was set up by a disc jockey in a public place, an investigator for Broadcast Music, Inc., was in the audience. The business and the disc jockey were sued for violation of copyright because the business did not have the appropriate licenses.

It is not always easy to determine if a specific song is in the public domain. For example, “Happy Birthday to You” is a popular song that is not in the public domain, while “Old MacDonald Had a Farm” is a traditional song that is in the public domain. Check out Public Domain Music, , a reference site for songs that may be in the public domain. Keep in mind that just because a song is in the public domain does not mean that the specific recording of the song is. The artist may have rearranged the public domain song and copyrighted that version; in that case, you can only use the original lyrics and arrangement, not the copyrighted performance of the music.

Before you start rolling your eyes and thinking to yourself, “The copyright police won’t catch us, and anyway, we’ve been doing this forever,” stop and think. First, libraries should be in the forefront of protecting copyright and setting a good example for patrons. We tell kids they should not illegally download MP3 files, but if we publicly perform music without appropriate permission, our actions are comparably illegal. Second, it’s easy to get a public performance license and in fact, your city or county may already have one that covers the library.

The public performance of music is licensed by three organizations. When a songwriter or composer signs a deal for the music to be recorded, that person joins only one of them. As a member of one of these organizations, the musician authorizes that organization to license the public performance of his or her music and collect fees for that use. Libraries may need a license from more than one of these organizations.

Most U.S. songwriters and composers join either the American Society of Composers, Authors, and Performers (ASCAP) at , or Broadcast Music, Inc. (BMI) at . They are the two major licensing organizations in the United States. Both provide low-cost licenses for governmental organizations. A third organization, SESAC, Inc. at is relatively new in the United States. It licenses music that the other two organizations do not. All three organizations provide online databases of performers and titles covered so that you can ensure that what you want to use is covered by the license you have purchased. If you use varied sources of music, you may need licenses from all three organizations, or you will need to be very selective in your music use!

Chances are good that your city or county already has a license if it offers dance classes at the recreation center, provides musical sing-alongs at the senior activity building, or holds regular outdoor parades or concerts. Check with your public information office, parks and recreation department, purchasing department, or the city or county legal department to see if a license exists and for which licensing organization. If none of these offices are aware of a license, then you can educate them about the need for one. If your city or county does not already have a license, fees are based on population. For a local government with a population of up to 50,000 people, a license would cost less than $275 a year based on a 2005 fee schedule for BMI.

There are several different types of “rights.” If you plan to include music on a video, web site, or in some other manner, please read about relevant licensing requirements or consult legal counsel. Note that the public performance of music via digital transmission (such as over the Web) implicates additional rights that these organizations cannot license. Although these three organizations license performance over the Web of the underlying musical score, it is also necessary to obtain permission to perform via digital transmission of the sound recording itself. This is a very complex area of copyright law, so if you are considering making digital transmissions of music, check out How Stuff Works at for some background, but you will probably need to obtain legal advice.

Films

Many libraries show movies during their summer programs. Some of the programs suggested in this manual include recommended videos or DVDs. Unless you have public performance rights to show a film, display the video or DVD for families to borrow.

Follow copyright law by using films, videos, or DVDs that are in the public domain or which you have purchased with public performance rights, or purchase a site license that allows the library to show "home use" videos. Some of the Texas Library Systems have negotiated pricing for system members, so check with your system office.

The cost of an annual movie license is based on the number of registered patrons and is often less expensive than purchasing public performance rights to show just a few movies. For example, an annual license for a library with 5,000 registered patrons costs about $250 and covers most movie studios, including Buena Vista Films and Dreamworks. The average cost per patron for a license to show movies for a year is about five cents. Contact Movie Licensing USA at or call 1-888-267-2658 for details. Be sure to ask your Movie Licensing USA representative about discounts that may be available.

Many early comedies, horror films, and cartoons, such as those featuring characters like The Three Stooges, Laurel and Hardy, and Betty Boop, may be in the public domain. Several businesses that sell public domain films provide lists of films that, to the best of their knowledge, are in the public domain. For example, although Desert Island Films at does not sell VHS copies to individuals, you can use the list on their web site to check whether your library owns films that are free of copyright restrictions.

Controversy Regarding Role-Playing Games

It is possible that community members may express concern about the RPG Quest: Role-Playing Game program in this manual, particularly if teens play Dungeons and Dragons. Before planning an event, consider whether your community may find role-playing games controversial. You may wish to discuss the potential for controversy with your library’s administration, library boards, Friends of the Library, or with community members.

The RPG Quest program includes links to articles to help you become knowledgeable about past controversies concerning role-playing games such as Dungeons and Dragons. These articles, and input from your community, will help you make an informed decision about which games to host. The articles may also assist you in addressing complaints or challenges that may arise unexpectedly.

To avoid controversy, clearly announce the names of the games and the dates on which they will be offered. This will let teens and parents know which games they will enjoy and will provide advance notice to parents and teens who object to a particular game or type of game.

Serving Teens with Disabilities

The Americans with Disabilities Act (ADA) requires public libraries to make reasonable accommodations for people with disabilities so that they have access to the library building, programs, and materials. As you plan for the 2008 Texas Reading Club, remember that programs that work for children with disabilities will also work for all children. With a little planning, inexpensive adaptations, and the desire to be inclusive of all children, the Texas Reading Club will be accessible for children with disabilities. In addition to being the law, inclusiveness is good policy and encourages more participation in library programs.

Check with local schools for sign language interpreters. Check with sign language classes and invite several students to practice what they have learned. Find out where in your community you can locate sign language interpreters in case you need to hire someone to interpret a program. Often interpreters will volunteer their time in order to make library programs inclusive. Send special invitations to families with deaf children; the deaf community is very appreciative of efforts to include all children in programs and is very supportive of staff and volunteers who are willing to try signing. Create a display of captioned videos and books that include sign language.

The Talking Book Program (TBP), a division of the Texas State Library and Archives Commission (TSLAC), has a Disability Information and Referral Center (DIRC) that provides information about adaptive equipment, games and toys, support groups, the ADA, and serving people with disabilities. Questions are answered by DIRC staff or are referred to other appropriate sources. The DIRC can be reached toll-free at 1-800-252-9605 or 512-463-5458, or by e-mail at tbp.services@tsl.state.tx.us.

The Talking Book Program is a joint state and federal program that provides unabridged books in alternate formats for Texans of all ages who are unable to read standard print materials due to visual, physical, or reading disabilities. The service is free to the user and available to all who qualify because they are unable to read standard print materials due to temporary or permanent visual or physical limitations.

A properly certified application must be submitted for each prospective patron verifying that the application meets one or more of the federal eligibility criteria.

The criteria are:

• Blindness;

• A visual disability of sufficient severity to prevent the reading of standard print without the use of an aid other than prescription glasses;

• A physical disability that prevents the individual from holding a book or turning a page; or

• A reading disability that is physically based and of sufficient severity to prevent the reading of standard print material in a normal manner.

Applications submitted for individuals with reading disabilities must be certified by a medical doctor or doctor of osteopathy. Applications submitted for individuals with other disabilities can be certified by a number of professionals in various fields related to health care, education, or rehabilitation, or by a professional librarian or library director.

TBP provides books on cassette tape, in Braille, in large print, and via digital download. Special playback equipment is loaned free of charge for use with books on cassette. All materials are circulated to TBP patrons free of charge through the U.S. Postal Service.

Because TBP patrons are located throughout the state and interaction is limited to telephone and mail communications, TBP encourages younger patrons to participate in Texas Reading Club activities sponsored by their local public library. TBP will provide the books in alternate formats so that young patrons with disabilities can participate in local programs.

Because library staff understands the importance of books in the lives of their patrons, they play a critical role in referring qualified individuals to the TBP services. Applications and brochures are available to keep in your library. By making this information available in your community and alerting eligible individuals about TBP, you are helping young readers with disabilities make the most of the Texas Reading Club!

Call or write TBP with your questions or requests for applications:

Talking Book Program

Texas State Library and Archives Commission

P.O. Box 12927

Austin, TX 78711-2927

1-800-252-9605 (toll-free in Texas)

512-463-5458 (Austin area)

512-463-5436 (fax)

tbp.services@tsl.state.tx.us (e-mail)

Web site: tsl.state.tx.us/tbp

Food Fights

By Deban Becker and WyLaina Hildreth

Length of Program

60-90 minutes

Program Description

Food is a very important part of every teen’s life, and today’s teens face many challenges to selecting and eating healthy food. This program will help teens discover that food can be healthy and fun as they have chocolate tasting parties, play games such as banana jousting, participate in a food fear factor contest, and create and share favorite dishes.

Developmental Needs and Assets

Teens will discover adult role models as local chefs, cooks, and nutritionists demonstrate their skills and discuss why their work is important. They will receive recognition and a boost in self-esteem for making and sharing favorite dishes. Social interactions will provide opportunities positive peer influence. Teens will also discover that being creative with the food is an enjoyable and constructive use of their time.

Preparation

Librarians will need to purchase a variety of items for the program, including food for refreshments and to use in the activities (chocolate, bananas, prepackaged foods, etc.), as well as rubber gloves for each participant, incentives, toothpicks, paper plates, and plastic ware. Non-food items can be purchased locally or online at Party City at . Rubber gloves may be purchased at Toilet Paper World at .

Invite guest speakers such as chefs, nutritionists, and health food store representatives to present information about cooking and healthy foods, or to discuss organics and vegetarianism.

Books to Display

Chew On This: Everything You Don't Want to Know About Fast Food by Eric Schlosser.

Cooking Up a Storm by Sam Stern.

Teens Cook: How to Cook What You Want to Eat by Megan Carle.

The Teen’s Vegetarian Cookbook by Judy Krizmanic.

Books to Booktalk

Fat Boy Swim by Catherine Forde.

Flavor of the Week by Tucker Shaw.

Girls Dinner Club by Jessie Elliot.

Sorcery and Cecelia, or The Enchanted Chocolate Pot by Patricia C. Wrede and Caroline Stevermer.

Display

Entice your teens with a display of cookbooks and cooking DVDs. Include props with your display such as silverware, plates, napkins, and artificial food items.

Bulletin Board

Ask your staff and teens to recommend recipes to put on the bulletin board. Make color photocopies or digital photos of the dishes and display them on your bulletin board. Indicate which staff member or teen recommended each, and include the recipes. An example of a recipe is included in the Craft Materials chapter at the end of this manual. You may also copy brochures or flyers with the recipes to give to teens interested in cooking them at home.

Refreshments

A food program would not be complete without refreshing beverages. In addition to the food served during the program, serve soda and other beverages. Serve Yoo-hoo during the Chocolate Tasting Party, or a punch made with ginger ale and pineapple sherbet for the What Are You Making event. For the Banana Jousting activity, serve Orange Strawberry Banana Juice Blend from Tropicana. For the Food Fear Factor, serve fruit punch with something interesting in it, such as plastic spiders or fruit cocktail that has been drained.

Incentives

Teens love to cook and enjoy working with great implements. Provide incentives such as measuring cups, measuring spoons, spatulas, whisks, and other kitchen utensils. These are all available at local stores such as Target, or online at . Ice cream scoops, aprons, and grip openers are available at Oriental Trading Company at . If you like, place your library’s logo on the grip openers.

Games and Activities

What Are You Making?

Before the program begins, purchase food from your local grocery store such as marshmallows, candy bars, cookies, graham crackers, fruit, sauces, chips, dips, tortillas, bread, peanut butter, etc. and other items that do not require cooking. You might also want to buy foods that are unusual such as Wasabi peas or some interesting cheeses.

At the program, teens will create dishes out of the food provided. For example, they might make a main dish that does not require cooking and may be served cold, such as sandwiches, wraps, or salads. The might make deserts by combining the cookies, fruit, and dip. Provide pads or clipboards so that the teens may write down the ingredients in their recipes. You may also consider providing a hot plate or electric skillet for the participants to use for this activity so that teens can make a greater variety of recipes.

Give the winners prizes such as measuring cups, measuring spoons, spatulas, whisks, and other kitchen utensils for recipes in several categories, such as most delicious main dish, side dish, appetizer, or dessert. These are available at local stores such as Target or online at .

Chocolate Tasting Party

Teens love chocolate! In the three Chocolate Tasting Party activities that follow, teens will identify chocolate candy by sight and by taste and discover their “chocolate personalities”!

Note: If any of the chocolate will include peanuts or other nuts, announce this in advance and ask teens to bring parental permission slips. 

Chocolate Tasting Party: Name That Candy Bar

Can you identify a type of candy bar by looking at its cross-section? Name That Candy Bar tests the teen’s ability to recognize a type of candy bar only by sight. For ideas for chocolate candy bars to include, visit Thinking Fountain Name that Candy Bar at c/crosssection/namethatbar.html. (Teens can also play an online candy bar identification game at this site.) For a greater challenge, choose chocolate candy bars that teens might not immediately recognize.

Materials

• Pencils

• Guess cards

• Paper plates

• Tables

• Five or more types of chocolate candy bars

Preparation

In preparation for the Name That Candy Bar activity, cut five or more candy bars in half. Place the unwrapped, cross-section of each candy bar on a paper plate, as shown in the photo included in the Craft Materials chapter at the end of this manual. Number the paper plates and place them in a row on a table as shown in the Name That Candy Bar Table Set-up photo. Make “guess cards” for each chocolate candy bar for the teens to write their answers using the example of a “Chocolate Candy Bar Guess Card” included with this program, or design your own. Place a bowl in front of each paper plate to hold the teens’ guess cards.

Directions

At the beginning of the program, read or paraphrase the following instructions to the teens.

“Guess the cross-section of the five candy bars. Each of you is permitted only one guess per candy bar cross-section. You may only look. No touching, smelling, or tasting is allowed. Writing down your answer on the guess card that corresponds to that candy bar cross-section. Write your name on the guess card and place it in the bowl in front of each chocolate candy bar cross-section.”

Ask one group of teens to visit the table at a time. Groups of five work well. Once all the teens have guessed, reveal the answers. Place the guess cards with correct answers for each candy bar into a drawing. Give the teens whose names are on the winning cards that particular candy bar, or possibly a giant size version of that candy bar.

Chocolate Tasting Party: Chocolate Candy Guess

The Chocolate Candy Guess combines chocolate tasting with an element of mystery. Teens will be blindfolded during this taste test of delicious chocolate candy.

Materials

• Blindfolds (1 per participant)

• Water

• Cardstock paper

• Chairs

• Cups

• Gloves

• Guess Cards

• Knife

• Paper mini-cupcake baking cups

• Paper Plates

• Paper Napkins

• Pencils

• Serving trays

• Tablecloths

• Tables

• Variety of Chocolate Candy

Preparation

Purchase a variety of chocolate candy for each round of the chocolate tasting. For example, if you have ten rounds, purchase ten different types of chocolate, ranging from milk, dark, smooth, and/or white chocolate, to miniature candy bars and chocolate candies such as Snickers and M&Ms. Once you have purchased the chocolate candy for the game, you can make and print a guess card on cardstock paper designed similarly to the Chocolate Candy Guess Card Sample provided. To increase the difficulty of the Chocolate Candy Guess, list chocolate candies on the teens’ guess cards that are similar to each other.

On the day of the program, set up tables in one long row with chairs for the number of teens participating. To complement the chocolate theme, cover the tables with dark brown tablecloths. Set a place for each teen with the following items: a pencil, guess card, paper plate and napkin, a cup or bottle of water, and a blindfold. Wearing gloves and using a knife, cut each chocolate candy into bite-size pieces. Place each bite-size piece into a paper mini-cupcake baking cup on a serving tray. Each tray should contain only one type of chocolate candy. Store the serving trays out of sight until the teens arrive and you are ready to begin the game.

Directions

During each round, teens will wear a blindfold while the candy trays are out. Teens will be served one “mystery” chocolate candy sample per round. Place a sample chocolate from a single tray on the paper plates in front of each blindfolded teen seated at the table. Allow teens 15 to 30 seconds to touch, smell, taste, and eat the chocolate candy sample, but they may not LOOK at it. When time is up, clear any chocolate candy sample that has not been eaten from the table. Then tell the teens to remove their blindfolds and record their guesses on their cards, and tell them not to share their guesses with their neighbors or friends. Once teens have recorded their guesses, they put their blindfolds back on for the next round.

Teens may cleanse their palates with a sip of water between rounds. After all ten rounds are complete, ask each teen to hand their guess cards to the teen to the left of them. Then announce the type of each chocolate candy from each round. The teens will place a check after each correct answer. After the name of every chocolate candy has been revealed, teens write the total number of correct answers at the bottom of the cards and return them to their original owners. Ask the teens how many have ten correct answers. If none named all of the chocolates correctly, then ask how many have nine correct answers, or eight, or seven… Place the guessing cards for the teens with the most correct answers into a prize drawing and give the winners boxes of assorted chocolate candy or chocolate-scented candles, which are available at local stores such as Target or online at . Any leftover chocolate candy samples can be eaten by the teens after the competition.

Chocolate Tasting Party: The Candy Bar Personality Test

Ever feel a little nutty? This activity allows teens to uncover their inner candy bar personality. Make and format a list of candy bars onto a card as shown in the example of the Candy Bar Personality Guess Card. Ask the teens to circle the name of their favorite candy bar from the candy bars listed on the card using a pencil. They may only select one type of candy bar. Once all participants have completed their card, announce each type of candy bar and ask the teens raise their hands if they circled that candy bar. Read the descriptions aloud from The Candy Bar Personality Test Answers included with this program. Alternatively, the answers could be read to the teens in between rounds of the Chocolate Candy Guess. Make up descriptions of personalities to go with each candy bar, or use the suggestions on the Silly Buddies Online Community web site at content/view/252/58.

Banana Jousting

Banana Jousting is a messy, outdoor food fight inspired by medieval jousting. Ask staff to donate old, over-sized t-shirts that teens can wear to cover their clothes for armor, purchase large plastic garbage bags that the teens can cut holes for their arms and heads, or purchase disposable plastic aprons. Vendors for plastic aprons include the Dharma Trading Company at html/eng/1563-AA.shtml.

Purchase enough bananas for each teen to play at least two rounds, or two bananas for each teen. Host the program outside the library building in a grassy area or rope off a section of the library parking lot. If the weather conditions do not permit the program to be held outside, you may hold the program indoors, but be sure to cover the floor with plastic drop cloths.

Materials

• Bananas (approximately 2 bananas per teen)

• Scissors

• Cardboard / poster board

• Markers, paint and paintbrushes, colored pencils

• Glue sticks

• Ruler

• Duct tape

• Garbage bags

• Paper plates

• Foil

• Napkins

• Disposable plastic aprons

Directions

Preparation

Before the program, set up a table with a variety of craft materials, including scissors, glue, markers, pens/pencils, paint, paintbrushes and other decorative materials, such as glitter, rhinestones, ribbon etc. On the table, place craft materials and cardboard and/or poster board for shields, and several copies of the Banana Jousting Templates 1 & 2. Let teens get creative as they construct shields and coats of arms from cardboard and/or poster board, craft supplies, and duct tape. The teens trace and cut out the shield shape of their choice onto a piece of poster board or cardboard using the templates, and then decorate them with the craft materials to make a shield with a coat of arms. For simplicity, the shields could also be made out of paper plates covered in foil.

After the shields are decorated and have dried, the teens can make a handle from duct tape by folding a 6-inch strip of duct tape length-wise and taping it to the back of their shields. (It is a good idea to begin folding in the center of the strip and line the two edges up, carefully pressing on the fold and sliding fingers away from the center.) Teens can attach the handle to their shields with 2-inch strips of duct tape and then reinforce it by covering the 2-inch strips with 6-inch strips. They will need to leave a bulge in the duct tape for gripping that is large enough for their hands to fit through. The shields are now ready for action!

Give the teens over-sized t-shirts to wear over their clothes for armor, or give them large, plastic garbage bags and let them cut holes for their arms and heads, or give them disposable plastic aprons.

Let the Jousting Begin!

To joust, a pair of teens face off, a good distance apart, each armed with a shield and an unpeeled banana. Teens hold the bananas at the stem with the end of the banana jutting out like a lance or sword. The teens watching collectively call out “1, 2, 3, Joust!” as a signal for the banana jousters to begin. Upon hearing the starting signal, the pair of teens gallops toward each other and begins sword fighting with their bananas. The teens may hit the bananas together but may not hit each other with the bananas. At the end of each round, the teen with more of his or her banana intact in his or her hand wins. The winner plays the next challenger. Give each player a fresh banana for each round and continue playing until no bananas are left.

Food Fear Factor

Conduct the ultimate gross-out food “reality” competition: Food Fear Factor by Michele Gorman from the Into the Wilderness: Survival of the Fittest program in the young adult chapter of the 2005 Texas Reading Club manual. The program is on the Texas State Library and Archives Commission web site at tsl.state.tx.us/ld/projects/trc/2005/manual/survivalofthefittest.html.

Guest Speakers

Invite a local chef to talk to the teens about cooking for a living and provide a cooking lesson or demonstration. Or, invite the nutritionist from your local school district to talk to the teens about healthy foods and eating right. Alternatively, a representative from a health food store could discuss organics and vegetarianism.

Web Sites

4 Girls Health



This website is dedicated to the girl’s health and includes information on nutrition, grooming, safety, relationships, and fitness.

Better Health USA: Healthy Eating Tips for Teens

public/268.cfm

This article provides information on proteins, carbohydrates, and fats. It also includes some ideas for balanced and easy meals.

iEmily



This website provides information about health and nutrition for girls and includes games and videos on fitness.

Vegetarian Nutrition for Teens

nutrition/teennutrition.htm

This website gives information on the nutrients teens need, healthy weights for teens, and also introduces some famous vegetarians teens can identify with.

Films, Video recordings, and DVDs

Show these videos and DVDs or segments of them if you have public performance rights. Otherwise, display them for home use.

Bugs for Breakfast. (19 minutes)

Supersize Me. (96 minutes)

Vegetarian Cooking with Compassionate Cooks. (70 minutes)

Professional Resources

Dharma Trading Co.

html/eng/1563-AA.shtml

This online supplier of clothing sells disposable plastic aprons suitable for the Banana Jousting program.

Food Fear Factor

tsl.state.tx.us/ld/projects/trc/2005/manual/survivalofthefittest.html/.

The ultimate gross-out food reality competition, Food Fear Factor, is included as an activity in the program, Into the Wilderness: Survival of the Fittest, in the young adult chapter of the 2005 Texas Reading Club manual entitled Get Wild...Read! by Michele Gorman.

Name that Candy Bar – Science Museum of Minnesota

c/crosssection/namethatbar.html

This web site features cross-sections of various types of candy bars and may be used as a resource for the Name that Candy Bar activity.

Oriental Trading Company



An online business that has party favors and interesting gifts.

Party City



This online business has party supplies and decorations for the Food Fights program.

SillyBuddies – The Chocolate Bar Personality Test

content/view/252/58/

Use this web site as a resource for the Candy Bar Personality Test activity during your Chocolate Tasting Party.

Target



An online site for Target stores with merchandise ranging from clothes to kitchen and household wares.



tpw/product.asp?strSku=ANS+69318L&bShowSkuGroup=true

Online business resource for purchasing rubber gloves for Food Fights programs.

Game-ology

By Amanda Hipp

Length of Program

60-90 minutes

Program Description

In this program, teens play all kinds of games: board games, card games, novelty games, strategy games, and more. The program begins with short icebreakers to help the teens get to know each other. After the icebreakers, the teens play a group game such as Scattergories, Outbursts, Trivial Pursuit, or have a scavenger hunt. When the teens are comfortable with each other, they can begin free play or a tournament. A wide variety of games that teens enjoy are suggested in this program.

Game-ology can be very fun and easy to host as either a free-play event or a tournament. In a tournament, winners of each round play each other in finals until an ultimate winner is determined. Tournaments can be lots of fun but may require more planning, preparation, and staff or volunteers. For a free-play program, just set up tables with games and let teens pair off or form groups to play the board games or card games of their choice. Your teens may enjoy weekly free-play board game programs throughout the summer.

Developmental Needs and Assets

The Game-ology program addresses the developmental needs of teens by encouraging positive social interactions, creating interesting ways of learning, and generating opportunities for growth through creative activities. Additional developmental assets supported by this program include constructive use of time, commitment to learning, and social competencies. Librarians can help teens strengthen assets by building relationships with teens and creating supportive environments.

Preparation

Ask teens to suggest games they would like to play, and how they would like the program to be organized. Once the structure of the program is decided, organizing the rest will be fairly easy. Purchase the games if funds permit, ask local businesses to donate them, and ask coworkers, the Teen Advisory Board or volunteers, or staff members to bring games if more are needed.

Make numerous copies of game rules for teens who are unfamiliar with the games, or if there is more than one-way to play a game. Provide copies of the rules for each player and keep a few extras on hand.

Promotion

Create a colorful, engaging flyer advertising the Game-ology program. Include a catchy title or slogan, such as “Never Be Bored with Boards”, “Game Crazy”, “Get Your Game On!” or “Game On @ the Library.” Ask local Parks and Recreation centers to advertise the Game-ology program at any of their centers or in game sessions they may offer. If any of your local schools have after-school clubs, ask to host a games program to the teens attending late in the school year. Bring a collection of board games and let the teens enjoy open play. Mingle with the teens while they play, asking them which games they like the most and which ones are boring. This is a great way to get feedback on which games will work best at your program, get the teens excited about playing board games, and get a flyer into the hands of those already eager to come to the program!

Books to Display

Games by Carol Gorman

Games: Learn to Play, Play to Win by Daniel King.

The Games We Played: The Golden Age of Board and Table Games by Margaret Hofer.

Hoyle's Rules of Games: Descriptions of Indoor Games of Skill and Chance by Albert H. Morehead and Philip D. Morehead.

The Kings of New York: A Year Among the Geeks, Oddballs, and Geniuses Who Make Up America's Top High School Chess Team by Michael Weinreb.

Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players by Stefan Fatsis.

Book to Booktalk

The Game Makers: The Story of Parker Brothers from Tiddledy Winks to Trivial Pursuit by Philip E. Orbanes.

The Game of Sunken Places by M.T. Anderson.

Interstellar Pig by William Sleator.

The Kings Are Already Here by Garret Freymann-Weyr.

Parasite Pig by William Sleator.

Your Move, J. P. Lois Lowry.

Bulletin Board

Decorate your bulletin board with playing cards or game boards from the games teens will play at the program. For example, make a Monopoly game board bulletin board by covering the board in white craft paper and placing squares (size depends on the size of your board) in a rectangle that represent the squares of a typical Monopoly game board. To make a dynamic 3D bulletin board, add small toys that represent the game pieces and small boxes covered in red craft paper for houses.

Another option is to make a large 5 x 5 Boggle grid by displaying twenty-five pieces of square white paper with a letter of the alphabet written on each. Place the title, “Boggle Your Mind” above the grid. Attach a large piece of white craft paper to the side or underneath the bulletin board, and hang a marker tied to a string. Let the teens try to find words in the Boggle grid by connecting adjacent letters and write them on the craft paper. This can be a contest if teens fill out a simple form listing the words they find and a small prize is awarded for the most words. Education World has an example of a Boggle bulletin board at a_curr/bullboard/bullboard018.shtml.

An additional option is to make a word search or crossword bulletin board.

Decorations

Decorations will depend largely on the type of games to be played. They may range from elaborate decorations designating countries or eras to very simple and minimalist decorations, depending on the availability of time and funds.

Name Tags

Nametags are always valuable when new teens attend a library program, especially when teens will join different groups at game tables. Use playing cards for nametags, or find pictures of playing cards and format and print them on mailing labels. Examples of playing card nametags are included in this program. 

Refreshments

Serve pizza, candy, finger snack foods, or prepare a sheet cake decorated like a playing card. Host an icebreaker or short group game while teens are eating. Allow snacks during games if you don’t mind food smudges on the cards and/or game pieces.

Incentives

For free-play programs a prize as simple as candy for the winners will be ample. For competitions, provide small trophies, computer generated certificates, or personalized ribbons. The Oriental Trading Company has great small prizes at reasonable prices, such as Magnetic Card Games Assortment. Visit the Oriental Trading Company’s web site at for this and other great prizes.

Games and Activities

Name That Tune Ice Breaker

Begin your program with short icebreakers to help the teens get to know each other. For example, as teens enter the room, divide them into two teams and have a Name That Tune contest. To play Name That Tune, play snippets of songs and the first team to correctly guess the song or artist wins a point. You can include tunes from specific categories, such as sports themed songs, TV commercial or jingles songs, TV series theme songs, 80s songs, beach songs, etc.

Trivia Contest Ice Breaker

Another icebreaker that is fun is a trivia contest. Many web sites provide trivia on a variety of subjects such as American Idol, state slogans, famous first lines of movies or lyric, books, movie blunders, fast food, or product slogans. A good site is Find at .

More Ideas for Ice Breaker Activities and Party Games

You’ll find additional ideas for teen party games on the Party Games Central web site at pgcstandard/gameliststd.asp?type=teen&catname=TEEN+PARTY+GAMES. 

Board Games, Card Games, and More

Here are suggestions for games for your Game-ology program. Some are games that require skill and knowledge. Others are fun games that both younger children and teens will enjoy. Try setting up a table with cards, dominos, and quick games such as Hungry Hippo and Connect Four for teens who aren’t interested in playing a game or who are waiting to begin a game. They’ll enjoy playing the novelty games, building a house of cards, or lining up dominoes and watching them fall.

Battle of the Sexes

This trivia game pits a male team against a female team and asks gender-based questions to test each team’s knowledge of the opposite sex. Each correct answer moves the team along a game board. This game is for 2 to 8 players. For more information, see Board at battleofsexes.html.

Battleship

This classic game started off as a pen and paper game played on a grid with four squares. Today the game has been updated into an electronic board game, but the object is still the same. Each player secretly sets up their waterways with their ships. Then players take turns calling out grid locations in an attempt to sink their opponent’s battleships. This game is for 2 players. For more information, see at (game).

Black Jack, or 21

The goal this card game to beat the dealer’s hand by having a hand of cards that are closer to 21 than the dealer’s hand, but without exceeding 21. This game is for two or more players. For more information, see Wikipedia at .

Checkers

This game is played on a board consisting of 64 alternating red and black squares. Players choose either red or black game pieces and try to capture their opponent’s game pieces before all of theirs are captured. The first player to capture all of the opponent’s game pieces wins. When a player jumps over the other player’s game piece then that piece is “captured” and removed from the game board. This game is for 2 players. For more information, see Board at .

Chess

One of the world's most popular games, Chess is played on a checkered board with 16 black and 16 white game pieces. Each piece moves in specific ways and the goal is to capture the opponent’s pieces. A player wins by checkmating the opponent’s king. This game is for 2 players. For more information, see Wikipedia at .

Chinese Checkers

Each player begins with 10 marbles of a single color grouped together in a tip of a game board shaped like a six-pointed star. To win, a player must move all of his or her game pieces to the corner opposite of the starting corner. This game is for 2 to 6 players. For more information, see Board at .

Clue

This classic detective board game requires players to use clues to solve a murder mystery as they move from room to room through a mansion. Players use clues to discover ‘who done it’, with what, and where. This game is for 3-6 players. For more information, see Board Games Geek at game/1294.

Connect Four

Each player receives 21 small discs or checkers, either red or black. Players take turns dropping the discs into a grid, and the first to get four discs in a horizontal, vertical, or diagonal line wins. This game is for 2 players. For more information, see Hasbro Toy at .

Cranium

Teams advance through the game board by doing the activities listed on the Cranium cards. Activities include artistic skills, trivia, language skills, and performance skills. A team wins by reaching Cranium Central and successfully completing an activity from each of the four card decks. This game is for 4 or more players. For more information, see at .

Crazy 8s

In this classic card game, players place as many cards as possible on the discard pile that match the number or the suit of the previous card. An eight is wild and may be played on any card. The player of the eight must designate the next suit to be played. The first player to place all of their cards in the discard pile is the winner. A small group can play with one deck of cards and a larger group can use two. This game is for 2 or more players. For more information, see Poker at eights/crazy8s.html.

Dominos

Dominos are a set of tiles with dots on each end representing numbers, and many games with varying rules and degrees of difficulties may be played with them. In general, the object of the game is to match a domino with another domino that has an equal number of dots. This game is for two or more players. For more information, see Domino at default.aspx.

Game of Life

In this classic board game players spin a wheel, follow the directions on the spaces that they land on, and move through the phases of life. Real-life events such as births, deaths, job promotions, disasters, retirement, etc., are represented on the squares of the game board. This game is for 2 to 6 players. For more information, see Board Game Geek at game/2921.

Go Fish

This card game may be played with specialty cards or with regular playing cards. Each player receives seven cards to begin the game. The object is to get as many “books” of four matching cards as possible. One player asks the other players for cards that match cards in his or her hand. If the player does not have the requested card, the first player draws from the deck. This game is for 2 to 6 players. For more information, see House of at kids/gofish.html.

Hungry Hippo

In this board game, four hungry hippos try to eat the most marbles as the marbles roll around the playing field. The players control the hippos’ necks, making them extend out in order to reach the marbles better. This game is for 2 to 4 players. For more information, see Wikipedia at .

Jenga

Players begin this game of skill with a tower of stacked wooden blocks. The object of the game is to slide out one of the wooden blocks without making the tower topple over. The last player to pull out a block without making the tower collapse wins. This game is for 1 or more players. For more information, see Board at jenga.html.

Monopoly

This object of this classic board game is for players try to acquire wealth through buying, renting, selling, and trading property with play money.  This game is for 2-8 players. For more information, see Wikipedia at (game).

Operation

This game with sound effects includes a game board that resembles a man on an operating table. Players draw cards with instructions to perform various types of “surgery” with tweezers. The game tests players’ eye-hand coordination as they try to successfully perform the “surgery” without touching the edge of the cavity and setting off the buzzer. Players earn money for each successful surgery and the player with the most money after all the pieces have been removed wins. This game is for 1 or more players. For more information, see Hasbro at default.cfm?page=browse&product_id=9468

Outburst

This card game, subtitled “A Verbal Explosion,” is played with two teams. One team member is given a category card listing of ten items in the specified category. Team members have 60 seconds to call out items in the category.  The team receives points for items they name that are on the card. The first team to win 60 points wins. This game is for 2 or more players. For more information, see Board Games Geek at game/4862.

Pictionary

Each team begins with a playing piece on the start square on the game board with 56 squares. Each square is marked with categories, including objects, persons, places, or animals; events or actions; difficult or challenging words; and, a wild card category that can be anything. A member of a team draws a card and their teammates try guessing what words or phrases on the card. The first team to get to the last square on the board and correctly guess the word their teammate draws wins. This game is for 3-16 players, played in 2 to 4 teams. For more information, see Bricker & Brett at games/pictionary.shtml.

Risk

The object of this strategic board game is for players to attempt to conquer the world. The game board is a map with six continents divided into 42 territories. Players must attack to gain territories and must defend their territories from their opponents. The winner will control all the territories and eliminate all other players. This game is for 2 to 6 players. For more information, see Board Games Central at .

Scattergories

Players list words in various categories that start with the same letter and receive points for unique words that are not on their opponents’ lists. This game is for 3-5 players. For more information, see Board Game at game/20/.

Scrabble

One of the most popular word games, Scrabble requires players to spell words on a game board in crossword fashion. Each player begins with seven letters on wooden tiles, and each letter has a point value. The player with the highest number of points wins the game. This game is for 2-4 players. For more information, see Board Game Geek at game/320.

Sequence

A strategy board and card game in which the object of the game is for a player to get a sequence or a row of five poker-like chips on the game board. This game is for 2 to 12 players. For more information, see The House of Cards at retail/sequence.html.

Skip-Bo

A card game consisting of four build piles on which players place cards in numerical order from one to twelve, a stock pile of cards that can only be moved when they can be played on a build pile, a draw pile, and discard piles. The object of the game is for the players to use their draw cards and the cards in their stockpiles to play on the build piles. The first player to get through all of his or her stockpile, which is usually 30 cards, wins. This game is for 2 or more players. For more information, see The House of Cards at retail/skipbo.html.

Sorry!

Each player in this board game follows the directions on their drawn cards to move their four game pieces from the start square to their home square. The first player to move all of their game pieces to their home square wins. This game is for 2 to 4 players. For more information, see Board Game Central at .

Spoons

This card game is played with two standard 52-card decks. Each player’s goal is to be the first to have four of a kind and grab a spoon. When someone grabs a spoon, the other players all grab one too. If you are last to grab a spoon then you’re out of the game.  This game is for 3-8 players. For more information, see Family at .

Stratego

This is a classic board game of battlefield strategy. The game board represents each side of a battlefield and players secretly place their units on the board at the start of the game. As the conflict begins, players use their strategy skills, memorization, and unit management to conquer the enemy. This game is for 2 players.  For more information, see Board Game Central at .

Taboo

The object of Taboo is for a player to get his or her partner to guess the word on a game card without saying the actual word or five other words listed on the card. This game is for 4 or more players. For more information, see Are You at interact/item.asp?itemno=HB04015.

Tic-Tac-Toe

In this pen and paper game, players take turns placing an “X” or an “O” into a square of a 3 x 3 grid. The first player to get three across, down, or diagonally in a row wins. This game is for 2 players. For more information, see Wikipedia at .

Trivial Pursuit

A classic trivia game that tests players knowledge of people and places, arts and entertainment, history, science and nature, sports and leisure, and more. This game is for 2 or more players. For more information, see Trivial at .

Trouble

This game has a pop-o-matic dice in the center of the game board. Players press it and the dice ‘pop’ up to indicate how the game pieces will be moved. The first person to get all of their game pieces all the way around the board and back to their home base wins. This game is for 2-4 players. For more information, see Board Game Central at .

Twister

Players spin a wheel until an arrow lands on a colored circle then place a hand or foot on a correspondingly colored circle of a floor mat. They fall over as their bodies become twisted into positions in which it is impossible to maintain balance. The object of the game is to be the last player standing. This game is for 2-4 players. For more information, see Hasbro at default.cfm?page=browse&product_id=9543.

UNO

This game, which is similar to Crazy 8’s, is played with a deck of cards of four colors or suits: red, green, blue, and yellow. Each suit has three "honor" cards labeled "skip", "draw two", and "reverse". When a player has only one card, that player is required to say "Uno”. At the end of the game, the player with the most points wins. This game is for 2 or more players. For more information, see Wikipedia at .

Yahtzee

This is one of the worlds most famous dice games. The game players roll five dice to make the combinations included on the scorecard, such as 3-of-a-kind, full house, straight, etc. This game is for 2 to 10 players.  For more information, see Board Game Geek at game/2243.

Video Board Games

Scene It! DVD/Board Game

Platform: PC

The world’s first DVD board game, Scene It! Includes song, movie, and picture clips to test your knowledge movies, TV, famous people, and more. Players answer questions and move their game piece around the board to win. This game is for 2 or more players. For more information, see Board Game Central at .

Alternate Activities

Select a theme for your games program, such as games from around the world. Board Games Around the World by Spencer Johnson is a good resource for this program. Add pizzazz by decorating with symbols or flags of the countries from which the games originate.

Play classic games from a specific decade, such as the 1950s. Explore the Wikipedia article on board games at for a detailed timeline on the history of board games.

Let the teens make game boards. Give them cardboard and duct tape and let them form a chess or checkerboard on one side and backgammon on the other. Instructions are on the Instructibles: Step-by-Step Instructions web page at id/EQ817GK31PEWP7OGZU/.

If computers are available at your program, invite teens to play them and compare formats to see which method of play is more fun. Below you’ll find some web sites for versions of traditional board games that are available on the Internet.

Web-Based Games

Play traditional board games on the Internet and let the teens compare the two formats and see which method of play is more fun. Also introduce new games that aren’t available in card or board game format.

AddictingGames



This site features many free online games, including arcade, action, sports, puzzles, and flash games.





This site consists of free online games including arcade, board, word, card, casino, and retro games. Also included are community gaming forums. Some games allow free online play. Others are only available by downloading the free trial game.

Pogo Games

home/home.do

Pogo offers free online games including puzzle, word, card, board, casino, and arcade and sports games. Pogo does require players to create a free account. After joining, teens can play single player games or chat and play with over 15 million members on the multi-player games.

PopCaps



This site includes free access to web games or free trial downloads of games that are mostly developed internally within the PopCap Company. PopCap’s mission is to create fun games that everyone can enjoy.

Shockwave

home.jsp

The online games section offers a wide variety of games, including online versions of traditional card and board games and many unfamiliar but still enjoyable games. Games may be played online against other teens.

Yahoo! Games



Yahoo! Games includes free online games and free trial downloads. This site includes arcade, board, card, word, puzzle, video, and multi-player games. Teens can participate in a tournament and play against others from all over the world.

Professional Resources

Books

101+ Teen Programs that Work by Rosemary Honnold.

This book features affordable, successful programs that can jumpstart a library’s YA services. The chapter on Independent Programs and Contests includes information on matching games, trivia games, guessing games, book-related games, and word games, while the chapter on Game Programs features a section on board games.

Connecting Boys with Books: What Libraries Can Do by Michael Sullivan.

Sullivan’s book examines the reasons that pre-adolescent boys do not read and attend library programs and suggests titles and programs that libraries may use to engage boys. Chapter five discusses using chess and other games to challenge boys of this age.

Summer Reading Program Fun: 10 Thrilling, Inspiring, Wacky Board Games by Wayne L. Johnson.

Johnson’s book includes ten games created by her husband that can easily be incorporated in a library program. The book includes background on running game programs and provides the games with clear instructions and ready-to-use graphics.

Articles

Gaming and Libraries: Intersection of Services by Jenny Levine.

The 5th issue in volume 42 of Library Technology Report, Gaming and Libraries includes detailed examples of how libraries are already incorporating games into their programs. It also gives librarians guidance on how to connect educational value to games, show the social value of gaming, and make game programs a success.

Web Sites

Board Game Central



This site contains resources on board games, including rules, software, and links. The focus is heavily on traditional family games, although some unfamiliar games are included.

BoardGameGeek



BoardGameGeek is an online board gaming resource and community. Each game featured on this site includes reviews, articles, ratings, play-aids, translations, live discussion forums, and sources to purchase the game. BoardGameGeek’s site covers not only board games but also dice games, card games, tile-laying games, and games of dexterity. Most of the games included on this site are less well-known, more unusual games.

Board Games with Scott



Board Games with Scott is a web log (blog) published by Scott Nicholson that features videos that explain and review board games.

Education World

education-

Education World is a site for teachers to gather and share information. It includes a search engine for education sites, original content, daily columns, site reviews, teacher and principle profiles, conversations with education professionals, and employment listings.

Library Success Wiki: Best Practices: Gaming

index.php?title=Gaming

A Wikipedia article created by librarians or library professionals that gives information about upcoming library game events, past library game events, success stories, resources, libraries hosting gaming programs, and libraries circulating games.

On Board Games: A Board Game Netcast



A web log (blog) that contains podcast reviews of board games. Scott Nicholson, Donald Dennis, and Erik Dewey are the contributing presenters.

National Games Week



National Games Week is a celebration of non-electronic games and includes a lot of information for educators or librarians hosting game days. The site even offers a free Host Kit for participants hosting game days during National Game Week.

Party Game Central

pgcstandard/gameliststd.asp?type=teen&catname=TEEN+PARTY+GAMES

This site includes an extensive list of teen party games. Games reviewed here include group games, action or movement games, board games, icebreakers, and much more.

Mind Games

By Deban Becker

Length of Program

60-90 minutes

Program Description

Mind Games require teens to flex mental muscles as they strategize, recognize patterns, analyze, scrutinize situations, and use logic and language. This program begins with Sudoku puzzles followed by a spelling bee or a literature-themed trivia contest. Teens can test their own intellect and challenge each other in these brainy (but fun) games. They can also visit web sites that challenge their minds with anagrams, jigsaw and word puzzles, optical illusions, and more.

Developmental Needs and Assets

This program provides opportunities for teens to cultivate social skills. Teens can enjoy a healthy sense of competition and camaraderie in games that are intellectually stimulating. By challenging their intellect in analytical game play and strategy, teens build confidence in planning and decision-making. Teens learn to analyze a situation and to act decisively. They also build interpersonal skills by showing empathy and friendship through the interaction of game play. Teens learn to resolve conflicts in a responsible manner.

Books to Display

Secrets, Lies, Gizmos, and Spies: A History of Spies and Espionage by Janet Wyman Coleman.

The Great Brain Book: An Inside Look at The Inside of Your Head by H.P. Newquist.

Too Stressed to Think? A Teen Guide to Staying Sane When Life Makes You Crazy by Annie Fox.

Bringing Down the House: The Inside Story of Six M.I.T. Students Who

Took Vegas for Millions by Ben Mezrich.

How to Solve Sudoku: A Step-by-Step Guide by Robin J. Wilson.

Longitude: The True Story of a Lone Genius Who Solved the Greatest Scientific Problem of His Time by Dava Sobel.

Rocket Boys: A Memoir by Homer H. Hickam.

The Professor and the Madman: A Tale of Murder, Insanity, and the Making of the Oxford English Dictionary by Simon Winchester.

Books to Share or Booktalk

An Abundance of Katherines by John Green.

Artemis Fowl series by Eoin Colfer.

I Am the Messenger by Marcus Zusak.

The Curious Incident of the Dog in the Night-time by Mark Haddon.

Multiple Choice by Janet Tashjian.

Spellbound by Janet McDonald.

Stormbreaker by Anthony Horowitz.

The Wright Three by Blue Balliett.

Bulletin Board

Visual Mind Games!

Grab the teens’ interest by posting a series of optical brainteasers on your bulletin board For examples, see the PBS Virtual Mind Games web page at wgbh/nova/mind/games.html#.

Incentives

Select an assortment of puzzles, optical illusions, bookmarks, award medals, and key chains to give as prizes to the teens attending the program. Oriental Trading Company at sells a variety of puzzles and challenging games.

Games and Activities

Library Sudoku

Sudoku (pronounced SUE-dough-coo) puzzles are addictive brainteasers that have come to be known as wordless crossword puzzles. Sudoku has only one rule: fill in the grid so that every row and every column contains the digits 1 though 9. For an introduction to Sudoku, see sudoku/introduction.html.

Materials

• Tables and chairs

• Pencils with erasers

• Pencil sharpener

• Scratch paper

• Sudoku puzzles

• Basket

Preparation

Print several Sudoku puzzles and answer keys at varying levels of difficulty. Puzzles are available at sites such as PDF Pad at sudoku/. Prior to the program, set up several tables with chairs for the teens and place the puzzles on the tables. If computers or laptops are accessible, you may set the web browsers to online Sudoku puzzles such as The Weekly Reader Sudoku Challenge at teens/games/sudoku.asp.

Beginning the Activity

Sudoku puzzles can be used as an informal activity prior at the beginning of the program. As teens arrive, offer them a Sudoku puzzles to solve during the first 15 to 20 minutes of the program. Provide pencils/pens, scratch paper, and a pencil sharpener. As incentive for completing a Sudoku puzzle, enter names of teens who successfully complete puzzles into a prize drawing. Ask teens to write their names at the top of their completed Sudoku puzzle sheets. Place all of the completed puzzles into a basket. Draw one of the completed puzzles from the basket and award a prize to the teen whose name is on the puzzle. A possible prize for the drawing could be a Sudoku cube key chain, available from Oriental Trading Company at . If teens are unable to completely finish the Sudoku puzzles during the allotted amount of time, poll them to see who solved the most grids correctly and award the prizes accordingly.

Variation

Transform the basic Sudoku crossword puzzle into Library Sudoku using Microsoft Word or Microsoft Publisher. Match each of the nine numbers to nine library-related objects, such as a book, magazine, CD, computer, etc. Teens will need to determine which item corresponds to each of the nine numbers. To complete the Library Sudoku puzzle, teens fill in the grid so that every row, column, and 3 X 3 box contains numbers that correspond to the library-related objects. An example of a Library Sudoku Template and a Library Sudoku Answer Key are included with this program. In this example, headphones corresponds to the number one in each grid.

Spell It!

(Adapted from Books Appeal: Get Teenagers into the School Library by Karen Cornell Gomberg.)

Bee season is on! Get your teens abuzz with a teen spelling bee competition.

Materials

• Prepared list of spelling words

• A set of note cards with one spelling word on each

• Dictionary

• Microphone/podium

• Tables and chairs

• Self-adhesive nametags

• Black permanent marker

• Stopwatch

• Buzzer or bell

Directions

Prior to the event, prepare a list of words. For possible words to use in the spelling bee, see Sample Spelling Bee Word List included in this chapter, which features 30 words related to gaming, and/or Scripps Howard National Spelling Bee – Study Aids at studyaids.shtml. After you have prepared your list, print each word onto a note card to be used during the spelling competition.

Give the list to interested teens along with your library’s teen summer calendar of events. Keep a list of the words readily available at your library’s circulation or reference desk.

Register contestants in advance for the spelling bee. Teens not registered as contestants can participate as audience members. Depending on the size of your programming space, you may need to limit the number of participants.

In advance, write numbers on self-adhesive nametags with a black permanent marker. These will determine the seating order and the order in which teens will be asked to step to the podium to spell a word.

On the day of the event, set up chairs for the number of contestants registered. Place a podium with a microphone and a table for the judges between the contestants and the audience, as shown in the Spell It! Program Room Layout diagram included in this chapter. Place a list of the words, the note cards with the spelling words, a dictionary, and a buzzer/bell on the judges’ table.

Arrange for three staff members or volunteers to run the spelling bee. Two will act as judges. One judge will read the words from the cards and the other judge will read from the dictionary. Another staff member will observe the audience during the program to ensure that no one is cheating and that the competition is running smoothly. For competition rules, refer to Scripps Howard National Spelling Bee – Suggested Rules for local spelling bees at rulesloc.shtml.

On the day of the contest, give each contestant a self-adhesive, numbered nametag as he or she arrives. The numbers will determine the seating order, and the contestants will step to the podium to spell words in the order in which they are seated.

The judges welcome the contestants and audience members and explain the rules of the competition. As each contestant steps to the podium, the judge gives him or her a word to spell. The judge may repeat the word only once, if requested by a contestant. The contestant may also ask for a definition of the word, which the other judge would read. Each contestant is given 15 to 30 seconds to spell a word completely. The contestant is eliminated if he or she cannot spell the word. This process continues until the last teen to spell a word correctly is left standing and wins the competition. In the case of a tie, a more difficult word can be chosen as a tiebreaker. Prizes can be awarded to the top three spellers. Award medals are available from Oriental Trading Company at .

Battle of the Books: Numbered Chairs Trivia Challenge

Need an exciting game that tests both intellect and speed? Let teens form teams for a Battle of the Books: Numbered Chairs Trivia Challenge!

Materials

• White paper for paper strips

• Envelopes (large)

• Microphone/podium

• Tables and chairs

• Tape

• Cardstock paper for point value signs

• Dry erase markers

• Dry erase board

• Easel

Directions

Select a theme for your trivia contest based on the interest of teens in your community. Prior the program, promote the trivia theme to teens. For example, develop questions on a series such as J. K. Rowling’s Harry Potter series, Christopher Paolini’s Eragon trilogy, or Stephenie Meyer’s Twilight series. Or, develop questions based on young adult books from the Texas Lone Star Reading List at groups/yart/lonestar.html and/or the TAYSHAS Reading List at groups/yart/tayshaslists.html.

Develop 30 to 50 questions for the trivia challenge. Write the questions, the answers, and cite the page of the book on which the answers appear. Once the trivia questions and answers are compiled, print a master list to use during the event. Gather the books and bring them to the program to settle any disputes that arise over the validity of the answers.

At the program, the teens will be divided into teams. Determine in advance how many trivia challenge teams will participate. Three to five teams, with two to eight people on each team, work well. Print the answers to the questions and cut them into strips. Prepare a complete set of paper strips for each team. Place the paper strips in envelopes, one envelope per team. To increase the difficulty of the trivia challenge, you may place false answers in the envelopes along with the correct answers.

In the front of your programming room, set up one chair for each team in a straight row, preferably against a wall. Label the chairs with big, laminated signs made from cardstock that indicate the point value of the numbered chair. Fasten the signs to the front of the chairs with tape. To make the game more exciting, increase the value for each chair: label one chair 1,000 points, one 5,000 points, and another 10,000 points. Or, use words that relate to the theme. For example, number the chairs for a Harry Potter Numbered Chairs Trivia Challenge with galleons instead of points, as shown in the picture included in the Craft Materials chapter at the end of this manual.

Provide a table and chairs for each team. The tables should be big enough so that each team can spread out all of the answer paper strips. Place all tables equal distance from the numbered chairs in the front of the room.  Place one chair at the front of each table and facing out toward the row of numbered chairs - this will be the runner’s chair.

During the trivia challenge, it is best to have at least three staff fill the following roles:  a moderator to ask the questions, an inspector to verify correct answers, and a scorekeeper to tally the scores of each team. If necessary, one librarian can perform all three roles. Prepare a place in the front of the room for the moderator, ideally off to the right of the row of numbered chairs. If space allows, have the moderator stand and ask questions from a podium. To the left of the row of numbered chairs, place a dry erase board and dry erase markers on an easel for the scorekeeper.

The excitement builds with this game and as a result, the teens may become loud and boisterous. Depending upon your library’s equipment, it may be a good idea to have a small microphone readily available so that teens can hear the moderator ask questions over the noise.

At the beginning of the program, divide the teens into teams and instruct the teams to sit at their assigned tables. The teams can decide on a team name. Once the teams are settled at their tables, give an envelope containing answers to each team.

The moderator welcomes the teens, introduces the teams, and reads the following instructions to the group.

“Welcome to the Battle of the Books: Numbered Trivia Challenge! This is an exciting game of intellect, strategy, and speed. Please show sportsmanship to your fellow teammates and other team players. Please take notice of others around you to ensure that no one is injured. Each team has been given an envelope with answers to the questions the moderator will ask. The answers are on paper strips. Spread the paper strips face up on your table so that every team member can see them. Decide which member of your team will be the runner. The runner will sit in the chair at the front of the table, facing the row of numbered chairs. When I ask a question, find the paper strip with the correct answer. Once your team has the correct answer, hand the paper strip to your team’s runner. Holding the paper strip, the runner must choose a numbered chair to sit in. Your team will be awarded the number of points designated for the chair, provided that your runner is holding the correct answer. Points will be deducted from your team if your runner has the wrong answer. Remember, accuracy is more important than speed.”

The moderator will ask if the instructions are clear. When the teams all indicate that they understand the instructions, the moderator will ask a question. The teams search for the correct answer among their paper strips. When the teams agree on an answer and find the correct strip, they send a runner up to sit in one of the numbered chairs. The inspector checks each paper strip to make sure all of the runners have the right answer. The scorekeeper then adds or subtracts the number of points posted on the chairs onto the dry erase board. Once the scores are updated, the runners rejoin their teams. The moderator then asks another questions.

To increase the difficulty of the trivia challenge, switch the numbered chairs around before asking the next question. The race to get to the high-point chair can get very exciting. Depending on how many trivia questions you have selected, the game can last for 30 to 90 minutes. For an exhilarating conclusion to the game, increase the difficulty of the last question and raise the point value of all the chairs to 50,000 points. The team with the highest point total wins the trivia challenge. Prizes, such as assorted bookmarks and medals available from Oriental Trading Company at can be awarded to each of the team members of the winning team.

Guest Speakers

Invite a local psychologist or high school counselor to explain how the teen brain works.

Web Sites

: Summer Brain Games

Brain games to keep teens “in shape” during the summer vacation.

American Mensa Virtual Games Room

us.AM/Template.cfm?Section=Games

Online games sponsored by the American Mensa Organization.

BlackDog’s Anagram Creator



Create anagrams in a simple and quick manner.

Brain Food for Kids



Offers ideas and articles on various types of brain food.

Brain Food Pyramid

fi.edu/brain/pyramid.htm

Learn about foods that nourish the brain.

Discovery School Brain Boosters



Features challenging brain games that teens can try to play or librarians can adapt as activities.

Etymologic! The Toughest Word Game on the Web



Presents word definition puzzles to solve.

How Stuff Works



Explanations of how things work including CDs, tanks, hypnosis, Game cubes, etc.

Jigzone



Teens can access lots of online jigsaw puzzles.

Magic Eye Inc. Image of the Week

3dfun/stwkdisp.shtml

Features 3D optical illusions.

Neuroscience for Kids - Nutrition and the Brain



Discusses the importance of nutrition in relation to the function of the brain.

Nova Online: Secrets of the Mind – Visual Mind Games

wgbh/nova/mind/games.html

Features a series of optical brainteasers.

Weekly Reader: Sudoku for Teens

teens/games/sudoku.asp

Features an online Sudoku challenge especially created for teens, plus other online puzzles and games.

Videos/DVDs/Films

Show these videos and DVDs or segments of them if you have public performance rights. Otherwise, display them for home use.

Akeelah and the Bee. (112 minutes)

October Sky. (108 minutes)

Spellbound. (97 minutes)

Professional Resources

Books Appeal: Get Teenagers into the School Library by Karen Cornell Gomberg.

Inside the Teen Brain

wgbh/pages/frontline/shows/teenbrain

This PBS Frontline series summarizes research on the teen brain.





A subscription-based web site with cognitive games to strengthen mental muscles.

Mystery Corner

mysterycorner.html

Librarians can read or tell the brief mystery riddles and ask teens about the solutions.

Oriental Trading Company



This supplier sells a variety of inexpensive novelty items that can be used as prizes.

Scripps Howard National Spelling Bee – Study Aids

studyaids.shtml

Includes word pronunciation and word definition study aids as well as a spelling word list.

Scripps Howard National Spelling Bee – Suggested Rules for Local Spelling Bees

rulesloc.shtml

Provides guidelines for hosting a local spelling bee.

TAYSHAS Reading List

groups/yart/tayshaslists.html

High school reading list sponsored by the Young Adult Round Table of the Texas Library Association.

Texas Lone Star Reading List

groups/yart/lonestar.html

Middle school reading list sponsored by the Young Adult Round Table of the Texas Library Association.

Time Magazine: Secrets of the Teen Brain

time/covers/1101040510/

Provides insight into how the teen brain works.

RPG Quest: Role-Playing Games

By Kendra Perkins

World of Warcraft, one of the most popular role-playing games, was featured as a sporting event for the first time on Sunday, July 28, 2007 when CBS televised an hour-long special on the Louisville World Series of Video Games competition. Viewers watched as two teams of three players seated at laptops engaged in virtual combat and cast healing spells. On that day, role-playing games won their place along side traditional sports!

Length of Program

60 minutes to 8 hours.

Note: Free play will require a shorter length of time while a tournament may require an entire day.

Program Description

RPG Quest may be presented as a single program, or it may be repeated weekly or monthly. The simplest way for libraries to host RPG Quest programs is to invite teens or a role-playing group in your community to bring all of the equipment needed to play, and lead a game such as Dungeons & Dragons. Then all the library needs to provide is a meeting room and refreshments, and a hosting librarian!

To help you understand role-playing games and plan your event, this program includes five formats for role-playing games that teens may play at your library RPG Quest.

• Paper and pencil games (also called tabletop games)

• Board games with miniatures (game pieces designed to represent the characters)

• Live action role-playing games

• Collectible card games

• Online role-playing games

Libraries may offer a single game at the RPG Quest program, such as Dungeons & Dragons, or a variety so that teens can choose a game, join a group, and play. If teens play a variety of games, one group might play a card game such as Magic: The Gathering while another group plays Dungeons & Dragons or another paper-and-pencil game. Another group may play a board game with miniatures. Live-action role-play could occupy another group if the meeting room is sufficiently large and safety guidelines are discussed. If technology and budget allow, some teens could play free or subscription-based games.

Some games are available in multiple formats. For example, Dungeons & Dragons is the best-known and best-selling role-playing game. It is available as a board game, an arcade game, a video game, and a text-based and a graphic-intensive online game. It was originally published as a small box set of three booklets in 1974. As it grew in popularity, card games, board games, and magazines were published, an animated television series and a film series were released, and online multi-user text-based games and then graphic-based games were developed with the advent of the Internet. Other games have progressed similarly. World of Warcraft and EverQuest, two very popular games that are primarily known for their massively multiplayer online role-playing game versions, also have tabletop versions.

If your library offers wireless Internet, teens may bring laptops and compete in online role-playing games to which they subscribe, such as World of Warcraft. Players may rotate to a different game after each break.

Libraries may purchase and install copies of World of Warcraft on library computers. Teens with subscriptions may compete by logging into their accounts. World of Warcraft now has a voice chat feature built into the game so that players may speak with each other. If teens want to use this feature, ask them to bring computer headphones with them.

If you have never hosted a role-playing program at your library, you may wish to read “Dungeons and Dragons: Adventures in the Library” by Nicole Price (VOYA, February 2005) which is online at . This article describes a successful Dungeons & Dragons program at the Foothill Library in Glendale, Arizona. It mentions controversy that has arisen regarding Dungeons & Dragons. A section below provides links to additional articles that will help you become knowledgeable about controversies concerning Dungeons & Dragons, make an informed decision about whether or not to host the game in your community, and address complaints or challenges that may arise.

Developmental Needs and Assets

This program may fulfill the need for positive social interaction with adults as teens interact with the library staff and adult volunteers, and these adults may be seen as role models. As librarians and friends encourage the teens to play well, they may help raise their personal expectations. Teens may learn that they live in a caring neighborhood and that the community values teens, and they may experience empowerment and achievement. Teen volunteers may learn that they are valued resources who can provide service to others. The need for structure is supported as teens learn the rules for the role-playing games. Teens may experience positive peer influence and positive social interaction as they play games and socialize at breaks. Teens use their time constructively and participate in creative, imaginative activities. Teens’ safety is supported in the library setting

Preparation

Planning with Teens

Teens enjoy many role-playing games that are available in a variety of high and low tech formats requiring varying levels of technology. Ask your teen advisory board, teen volunteers, and teens in your community to help plan the program, and ask them to assist with the program. Ask them which games and formats they would like to play and plan your program based on their interests, your budget, and your library’s technology. Their assistance will be invaluable, especially if you are unfamiliar with role-playing games. Teens may be surprised that an adult wishes to learn about role-playing games and will enjoy being the knowledgeable “expert”. Here are some questions you can ask teens that will help make your program a success.

• What role-playing games do they play?

• What formats do they like, e.g. card games, board games, online games?

• Which games would they like to play in the length of time allotted to the program, e.g. one hour or more? How can games be shortened if needed? Are there good stopping points, or shortcuts?

• Which games are best for free play and which are played competitively?

• Would they like to play in a tournament?

• How would they like the room set up and decorated?

• What about snacks?

• Do they have favorite books based on role-playing games?

• What are the best local or online sources for purchasing games and accessories?

• Would they like to bring their laptops and play subscription-based games?

• If so, would they like to set up a tournament of a subscription-based game, such as World of Warcraft?

• What supplies are needed for each of the games such as game boards, miniatures, dice, and cards?

• Would they like to bring their favorite games, manuals, supplies, and accessories to the program?

Technology

Librarians may also ask teens about technology required to play the games.

• What computer equipment is needed for the games?

• Do CD-Roms need to be purchased for the computer-based games?

• Are subscriptions required for online components of the games on CD-Rom, or are they free?

• Do programs need to be downloaded for online games?

• Are subscriptions required for the online games, or are there some areas that are free and others that require a subscription?

• Then, ask them what they can bring and what the library needs to supply.

If you will use library computers for online games or games on DVD, discuss this with your technology staff. Request their assistance if programs need to be downloaded and/or installed before the program. Free downloadable games and free trials of subscription games can be very large files and may take a long time to download, so install those in advance.

Bookmark games if teens will play online games on library computers. Prepare a printed list of game and URLs if teens will use the library dumb terminals or if they will bring personal laptops and use the library’s wireless network.

Ratings for Games and Parental Permission Slips

The Entertainment Software Rating Board (ESRB) rates interactive entertainment software. ESRB does not rate online role-playing games, live action role-playing games, card games, or online-only games, such as text-based MUDs.

In many cases ESRB ratings for PC versions of role-playing games are available. All games listed in this RPG Quest program are rated as “E” for Everyone, “E10+” for Everyone 10+, and “T” for Teen, provided that an ESRB rating is available for a PC version of the game. It is recommended that librarians check ratings on the ESRB web site at index-js.jsp and offer only games that are rated as “E”, “E10+”, and “T”.

Parents may not be aware that ESRB ratings exist and may not know the ratings for games their preteens and teens play at home or in the library. Many preteens and teens play RPGs and video games at home that are rated “M” for “Mature”, sometimes without their parents’ knowledge. For example, Halo is a very popular role-playing game that is rated “M” due to violent content. Controversy has arisen in some communities when parents discovered that their preteens and teens played Halo at the library.

To avoid controversy in your community, include the names of the games that teens will play and the ESRB ratings on your flyers and publicity. In this way, teens and parents will know in advance if games they enjoy and/or games to which they object will be offered. Require signed parental permission slips if teens will play any game that is rated “M”. You may also request parental permission slips for unrated games, particularly if you feel that parents in your community may object to games featured in your program.

Dungeons & Dragons: Understanding the Controversy - and the Value

The first game that many people think of when they hear the term “role-playing games” is Dungeons & Dragons. As mentioned in the introduction to this manual, it is possible that your library may encounter some concerns from the community about the RPG Quest program, particularly if teens play Dungeons & Dragons. You may wish to discuss the potential for controversy in your community with your library’s administration, boards, and/or community members.

To avoid controversy, clearly announce which games will be offered, provide the ESRB ratings if available, and the dates on which they will be played. This will alert parents and teens who object to a particular game or type of game so they may choose not to attend. If a variety of games will be played a single program, an announcement will let parents and teens know that there will also be games that they will enjoy.

Christian Gamers Guild at and Religious at d_a_d.htm that discuss controversies concerning Dungeons & Dragons. The information they provide may assist you in making an informed decision about whether or not to host the game in your community and how to address complaints or challenges that may arise.

Game Manuals and Accessories

At the program, provide the games, manuals that accompany games, and pamphlets or “game modules” with details about specific episodes of a game at the program. Many games require special dice with a different number of sides than typical dice, and/or cards and miniatures, and these should also be provided. There are many ways to acquire games and supplies for your program. You may purchase games and supplies if your library budget permits. You may borrow them from teen volunteers or staff members who enjoy role-playing games. You may also ask teens to bring their favorite games to the program.

Most of the board games that include miniatures can be expensive, so ask teens to bring games they own or see if your local gaming store or supplier will loan or donate them for the event. You may also contact comic book stores and bookstores that sell role-playing games and accessories and ask if they will donate or loan supplies or equipment. Additionally, you may contact companies that make and distribute the games and ask if they are willing to donate games or accessories.

Contact these companies well in advance. Ask shop owners or game distributors to provide posters for the event, either to display or to give out as door prizes. If you are unable to obtain donated posters, you may be able to purchase a few game-related posters. If you borrow materials from more than one person or shop, make a list so you will be able to return items to the correct owners.

A good way to create added enthusiasm and gain assistance monitoring the games is to invite representatives from local game stores to attend the program. Storeowners may also have recommendations of local teens or college students to contact to assist with your program. Acknowledge and thank all of your sponsors, contributors, and volunteers during the RPG Quest program and introduce all who are present. Send thank-you notes after the program to let local shops know how much you appreciate their help and their contribution to the success of your program.

If the library owns any manuals, game modules, or strategy guides for role-playing games, gather them in advance and display them at your program. If you do not already have any gaming books, you may want to purchase or borrow some from local shops to use as references during your event. If local bookstores are helping you, ask them to bring books to display to familiarize teens with what is available.

Display novels based on role-playing games such as Dungeons & Dragons, Magic: The Gathering, and World of Warcraft. A list of fiction titles based on games is available on the Library Success: A Best Practices Wiki at index.php?title=Gaming_fiction. School Library Journal and VOYA also list fiction titles to accompany articles about gaming in the library.

On the Day of the Program

Set up games at various stations on tables, sections of floor, etc., and provide each game’s appropriate accessories. Some of the games are best played on tables, while teens may prefer to play other games on the floor. Assemble some pillows, carpet squares, or rugs so that the teens do not have to sit directly on a hard floor for an extended period of time. You may put tablecloths on the tables, but be sure that the cloths are secure so that items will not slip off the table. Plan to have plenty of teen volunteers at the program and ask them to help set up the room.

When teens arrive, ask them which games they would like to play. Some games require teams or have a maximum or minimum number of players, while other games have fewer restrictions. The number of people who can play online games will depend on the number of available computers.

You may need to randomly assign teens to groups. An easy way to do this is to set out jars for each type of game, let teens put their names in the jars of games they wish to play, and then draw names to assign them to groups if applicable.

Today’s teens have been gaming since they were very young and will pick up games quickly with a little coaching. Many of the role-playing games such as Dungeons & Dragons, World of Warcraft, and Magic: The Gathering may seem complicated to adults who have never played them, but many teens will have no problem after a brief explanation from fellow teens, reading the rules, or reading help files. Teen volunteers who are experienced gamers can share their expertise with teens who are unfamiliar with the games and can get a competition going if a game starts to drag.

Door Prizes

You may wish to provide door prizes such as games, game manuals, game modules, accessories such as miniatures and dice, cards, novels based on some of the games, t-shirts or bookmarks with artwork from some of the games, or coupons from a local shop. Plan a break at least every hour to allow teens to get something to eat or drink and visit with each other. Draw for door prizes periodically throughout the program, perhaps during breaks, rather than at the end of the program. Acknowledge and thank any businesses or contributors as you award the prizes. Leave at least one or two of the door prizes until the end of the program to encourage some of the teens to stay the whole time.

Books to Display or Booktalk

Note: In addition to the titles below, consider displaying books from the gaming fiction list based on the Library Success: A Best Practices Wiki at index.php?title=Gaming_fiction.

Advanced D & D Adventure Games: Dungeon Masters Guide by Gary Gygax.

DragonLance series by Margaret Weis and Tracy Hickman and various additional authors.

Dungeons & Dragons: Complete Arcane (A Player’s Guide to Arcane Magic for All Classes) by Richard Baker.

Dungeons & Dragons: Dungeon Master’s Guide (Core Rulebook II, v. 3.5) by Skip Williams, Jonathan Tweet, and Monte Cook.

Dungeons & Dragons: Monster Manual (Core Rulebook III, v. 3.5) by Monte Cook, Skip Williams, and Jonathan Tweet.

Dungeons & Dragons: Player’s Handbook (Core Rulebook I, v. 3.5) by Jonathan Tweet, Monte Cook, and Skip Williams.

Forgotten Realms novels by various authors, including many by R. A. Salvatore.

GURPS For Dummies by Stuart J. Stuple, Bjoern-Erik Hartsfvang, and Adam Griffith.

Head Games by Mariah Fredericks.

Lone Wolf series by Joe Dever, v. 1-8 illustrated by Gary Chalk, v. 9-28 illustrated by Brian Williams.

RuneScape: The Official Handbook by Tracey West.

Star Wars Role-playing Game Core Rulebook by Bill Slavicsek, Andy Collins, and Jo Wiker.

War Craft: The Sunwell Trilogy (v. 1: Dragon Hunt; v. 2: Shadows of Ice; v. 3: Ghostlands) by Richard A. Knaak, Illustrated by Jae-Hwan Kim.

Promotion

Ask teens to help design flyers to advertise your RPG Quest program. If you would like teens to bring games, add that to flyers and announcements. For games such as Dungeons & Dragons, invite teens to prepare customized character descriptions in advance. If you plan to allow teens to bring laptops and play subscription-based games, ask teens to bring their computers. If you are seeking teen volunteers, include an announcement and ask teens to contact you in advance if they would like to help plan or set up for the program. If any local shops have agreed to donate or loan gaming equipment to the library for your event, acknowledge their help on the flyers. Although this is a lot of information to include, trust your teens’ creativity. They’ll design outstanding flyers.

Post flyers on bulletin boards at your local bookstores, comic book stores, game stores, bookstores that host gaming groups and/or sell gaming books and supplies, and at other places frequented by teens in your community. Give local shops stacks of flyers if they are willing to distribute them. Place flyers in the teen area of the library. Ask teen volunteers and advisory board members to help spread the word to other teens that the library will be holding an event they may enjoy.

If your flyers are ready before the school year ends, contact your local school district to see if they will allow flyers to be distributed at local schools. Depending on the school district, you may need to send a flyer to a central office for approval before distributing copies to students.

Announce the event on your library’s web site. Add links to shops that are helping with the program if they have web sites. Acknowledge them by name and include a brief description of their locations if they do not have web sites.

If your city’s parks and recreation department has a web site listing local events, ask if they will add your event to their announcements. Contact other community organizations with websites listing local community events and request that your event be added.

Contact local television and radio stations and ask if they are willing to air public service announcements (PSAs). Many stations will require at least a few weeks’ notice, so check with them early to become familiar with the timeline and appropriate procedures and contact information. Write a short PSA announcing your event, typically less than a minute, and send it to the media outlets.

Decorations

Post game-related posters on the walls. Display game pieces, including some miniatures or some oversized dice and cards. Make collages from game advertisements and hang them in your library. At the end of the program, give away the posters as door prizes. Ask teens for additional ideas for decorations and let them get creative.

Refreshments

Serve punch or lemonade in a punch bowl with ice cubes shaped like dice or cards, or serve soft drinks. Serve snacks such as chips and cookies, or fruit and vegetable trays. Do not leave dips such as ranch dressing out for too long. If you will host a longer program, keep dips in a bowl of ice or serve refreshments that will not spoil. Serve the refreshments in stages, leaving them in the library’s refrigerator until you are ready for them. This will prevent spoiling and ensure that there are refreshments near the end of the program. Provide simple colored napkins, plates, and cups, or use game-themed party items. Provide plenty of napkins so players don’t damage cards and books.

Games and Activities

Formats for Role-Playing Games

Some online role-playing games, such as World of Warcraft and EverQuest, require paid subscriptions and individual copies of the game for each user. These are not as well suited to the library setting. It is not possible to install these games on library computers since the license applies to a single user. You may invite teens who already own these games to bring their laptops to the library. Some online role-playing games, such as World of Warcraft, offer previews, so it may be possible for a few teens who bring laptops to play without a subscription. However, downloading free trials of these games may take quite a while.

Both the text-based and the graphical online multi-user games tend to be fairly detailed, and it is easy for players to lose track of time. When you are getting close to taking a break or ending a session, you may want to make an announcement so that players of these games have the opportunity to get to a position where they can save in case they want to start playing again from home later.

Many games are suggested by title below. Descriptions of the games follow in a separate section.

Pen-and-Pencil Games and Board Games and Miniatures

Paper-and-pencil games are also referred to as tabletop role-playing games. Players of paper-and-pencil role-playing games often prepare settings, adventures, quests, or characters in advance.

Prewritten adventures in pamphlets, books, or in starter kits are available for some of the games. For example, Dungeons and Dragons Basic Game includes a few miniatures, some pre-developed characters, and one or two pre-written adventures or quests. Experienced players typically create characters before the game begins. Players may create characters by rolling dice to determine characteristics.

Typically one player with a special title is in charge of the game. In Dungeons & Dragons, the person in charge of the game is called the “Dungeon Master.” In other games, the person in charge is called a “Storyteller.” This person typically designs scenarios, campaigns, adventures, and quests in advance.

Some paper-and-pencil games require miniatures to represent the characters. An example of a board game with miniatures is World of Warcraft Board Game. Other games such as Dungeons & Dragons allow optional use of miniatures.

Collectible Card Games

Collectible card games are played using specially designed sets of cards. They combine the appeal of collecting with strategic game play. The rules describe the players’ objectives, the categories of cards, and the basic rules by which the cards interact. Players select which cards will compose their deck to strategically take advantage of favorable card interactions, combinations, and statistics. Collectible card games have also been developed that are played over the Internet. For more information on collectible card games, see Wikipedia at .

Many teens are familiar with Wizards of the Coast’s popular Magic: The Gathering and other role-playing card games. Munchkin is a parody of role-playing card games that appeals to teens who enjoy humor. It is a good choice for a library program since it is very fast-paced and relatively inexpensive and can be played in about one hour.

Live Action Role-Playing Games (LARPs)

LARPs evolved in the 1970’s when players desired to make tabletop role-playing games more physical. In LARPs, each player’s actions directly represent the character’s actions. In some LARPs players create their own character, and in others a game master creates one for them. LARPs may use historical settings or settings from science fiction or fantasy literature such as The Lord of the Rings and Harry Potter. LARPs are similar to improvisational theater and players may wear costumes. Characters may act out battles and, in some cases, wield simulated weapons. For more information, visit the following web sites.

How Stuff Works



NERO LARP Member Resource Site

index.htm.

Unsolicited, but Useful, Advice for LARPers

larpdex.html

Live Action Role-Playing Game at Wikipedia



List of Live Action Role-Playing Games at Wikipedia

.

Online Multi-user Dungeon (MUD) Role-Playing Games

With the advent of the Internet, single-player games were taken to the next level and MUDs were born. They combine elements of role-playing games, combat video games, and chat rooms. Many MUDs are international and allow players to chat with people in various time zones throughout the world. Some are hosted in the U.S. Others originate in Europe and are in various languages. They became one of the earliest online venues to meet people, chat, and hang out. Although some MUDs have evolved from text-based to graphic environments, many players still prefer text-based environments just as many readers prefer books to television.

MUDs are often set in fantasy worlds populated by elves, goblins, dwarves, and other mythical creatures and races. Similar to their single-player predecessors, the general goal of MUDs is to role-play a medieval, mythical, or futuristic character and acquire equipment and money that enables players to slay monsters and solve quests. In these text-based virtual games, players use their imaginations and visualize characters, settings, and events, similar to the experience of reading a book. Players read descriptions of rooms, objects, events, characters, and creatures and interact with each other and their surroundings by typing commands. Players may select characters from various classes, including warriors, priests, mages, thieves, and druids with specific skills or powers. In some MUDs, players just fight monsters that are part of the game. In other MUDs, players fight each other. Games in which players fight each other are typically referred to as PK MUDs or player-killer MUDs. Free online MUDs such as Darker Realms are a good choice for teens to play in library programs since no software needs to be downloaded or purchased.

MUDs do not require downloading, but they do require access to the Internet and some form of telnet. It is possible, but not required, to download special telnet programs or MUD clients. If you have Mac computers, you simply open Terminal and telnet to the appropriate address. Windows also has a terminal emulator that can be used to telnet and connect to a game, but it is somewhat less cooperative. It is possible to telnet using an Internet browser by putting the telnet address in the address bar. Many MUDs also offer Java applets on their websites so that players can easily connect to the games without having a good telnet application and without needing to know anything about connecting to games. If your library still has any dumb terminals, you can also use those to connect to MUDs and similar games.

ESRB ratings are not provided for MUDs. People of all ages play MUDs. Some are more suitable for teens than others. A few MUDs have websites that are blocked by Internet filters due to content that is considered inappropriate for minors.

If you are unfamiliar with MUDs in general or with a specific MUD, it is recommended that you log in as a guest and review the game to decide if it is appropriate for your event. Also, review general rules for Internet safety with the teens who play MUDs so that they do not give out too much personal information.

Massively Multiplayer Online Role-playing Games (MMORPG)

MMORPGs are online role-playing video games that allow far more players and are more graphic-intensive than MUDs. MMORPGs are extremely popular and there are millions of players worldwide. Almost all are subscription-based and require purchase and installation CD-Roms. Players log onto servers in order to play. Two very popular MMORPGs are World of Warcraft and EverQuest.

To learn more about role-playing games, see White Wolf Online: What is a Role-Playing Game? at gettingstarted/index.php?line=rpg.

Suggestions for Games to Play

Pen-and-Pencil Games, Board Games with Miniatures, and Tabletop Games

d20 System

Publisher: Wizards of the Coast (2000-present)

The d20 System is a set of game mechanics that is the basis of various Dungeons & Dragons games. It is named after the 20-sided dice that are used in the game. d20 is designed to be a flexible system and to support a wide range of genres and time periods for play. Sourcebooks exist for d20 Future, d20 Modern, and other genres such as horror or post-apocalyptic sci-fi. For more information, see the Official d20 System web site at default.asp?x=d20/welcome and Wikipedia at .

Dungeons & Dragons

Publisher: Wizards of the Coast (1997-present)

(ESRB Rating for video game and PC versions: T)

This is a paper-and-pencil version that uses three core rulebooks (the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide) and a series of character sheets to keep track of the characters. The current version of the game is 3.5. There are various versions of the game with different sets of rules. Be sure that all the rulebooks that you provide are from the same version of the game. If teens attending have previously played the game, you may ask for their preference on version. A simple D&D rulebook is the Core Elements: Toolbox Edition at core/CEToolbox.PDF which can be provided to teens at library programs. If you would like to learn more about the history of Dungeons & Dragons, links to articles with additional information are included in the Craft Materials chapter at the end of this manual.

Dungeons & Dragons Basic Game

Publisher: Wizards of the Coast

(ESRB Rating for video game & PC versions: E & T)

This set comes with some miniatures and with booklets of rules and character sheets for each character. This may be a quicker game for teens to play than some of the others. The latest version was released in 2006. Wizards of the Coast at features information about Dungeons & Dragons, downloadable character sheets at default.asp?x=dnd/dnd/charactersheets. The Tools Archive at default.asp?x=dnd/tools has a special dice roller.

Generic Universal RolePlaying System (GURPS)

Publisher: Steve Jackson Games

Gurps is a “universal” roleplaying system that is designed to adapt to any imaginary gaming environment using a set of core rules. Similar to the Hero System described below, players are assigned a specified number of “character points” at the beginning of the game with which they may build characters with various attributes (strength, dexterity, intelligence, health), skills, and advantages. Additional points may be earned during play. This is a popular, flexible approach to developing characters for role-playing games. For more information, see Gurps Fourth Edition at gurps/Lite/ and Wikipedia at .

Hero System

Publisher: Hero Games

(No ESRB Rating)

The Hero System is a point-based role-playing game that is the foundation for many other role playing games. Players use common six-sided dice and a pool of points to flexibly create worlds and characters with various abilities. For more information, see Hero Games Online Store at and Wikipedia at .

Lone Wolf

Publisher: Mongoose

(ESRB Rating for Video game versions: T)

Information about the tabletop version of this popular game may be found on the Mongoose web site at home/series.php?qsSeries=24. The tabletop and electronic versions of Lone Wolf RPGs are based on a series of game books that are similar to Choose Your Own Adventure books, with the addition of a random number table to determine the outcome of battles and a backpack to store collected items. The game books are single-player, and the newer tabletop version is multi-player.

Shadowrun

(ESRB Rating for Video game versions: M)

Publisher: FASA Corporation

Shadowrun is a futuristic cyberpunk-urban fantasy RPG. It is set 63 years after a great cataclysm has brought magic back to a world that had embraced technology and the merging of man and machine into “cyberware.” Characters include humans, elves, trolls, dwarves, orcs, gnomes, giants, etc. After the cataclysm, the “enemies” are global corporations, dubbed “Megacorporations”, “Megacorps”, or simply “megas” or “corps” who have more political, economic, and military power than the nations. For more information, see Wikipedia at .

World of Warcraft Board Game

Publisher: Blizzard Entertainment

(ESRB Rating for PC versions: T)

This is a board game version of the World of Warcraft role-playing game. This game is fairly expensive, possibly due to the number of miniatures included, so it may be best to see if someone can donate or loan it to the library.

Card Games

Munchkin

Publisher: Steve Jackson Games

(No ESRB Rating for any format)

Munchkin is a popular card game with a humorous take on role-playing games. It is based on the concept of munchkins, immature role-players, playing “to win”, and a game typically lasts about an hour. Munchkins is a spin-off from The Munchkin’s Guide to Powergaming by James Desborough and Steve Mortimer, a gaming humour book. For more information, see Munchkin Playtest Review on Role Playing Game Net: The Inside Scoop on Gaming at news+reviews/reviews/rev_7373.html.

Magic: The Gathering

(ESRB Ratings for PC versions: E, T)

Publisher: Wizards of the Coast

Magic: The Gathering is a collectible card game that can be played by two or more players, each using a deck of printed cards. Players role-play powerful wizards and use magical spells, items, and fantastic creatures depicted on the Magic cards to defeat their opponents. Magic: The Gathering may also be played online. For more information, see Wizards of the Coast: Magic The at magic/. See also Online Guide to Playing Magic the Gathering: Rules, Cards, Tips & More by Jerome Ballesteros at which includes videos of how to play the game.

Free Online Multi-user Dungeon (MUD)

Darker Realms

(No ESRB Rating)

Media: Web Interface

Darker Realms, created in June 1990, is one of the oldest MUDs in America. It is a free online role-playing game with a medieval theme and does not require players to download or purchase anything. All that is required is telnet, and if a user does not have that or does not like the version of telnet on his or her computer, there is also a Java applet on the web site that allows the user to connect to the game. Darker Realms was initially hosted on a mainframe computer at Texas A&M University; students played at computer labs in the middle of the night. For more information, visit Darker Realms at .

For a searchable list of MUDs, see The MudConnector at .

Free Massively Multiplayer Online Role-Playing Games (MMORPGs)

Gaia Online

Media: Download

Platforms: PC

Founded in 2003, Gaia Online is an online community open to teens age 13 and up. It includes games, message boards, and a virtual economy. Members can hang out, chat, create avatars, and use "Gaia Gold" to outfit their avatars with clothes and accessories. Gaia Gold is earned by engaging in many activities, including Gaia's selection of games. All areas of the site are free, unless members purchase site merchandise or special collectible items. Giai Online is the largest forum on the Internet with over a million posts daily. For more information, visit Gaia Online at .

Monster and Me

(No ESRB Rating)

Media: Download

Platforms: Windows 98/ME/NT/2000/XP/Vista

Players must create an account for Monster and Me and then may play for free. Players can fight alone or team up with friends to battle the monsters that roam in this mystical Eastern land. They can catch pets, raise them, and evolve them to create the ultimate fighting machine. Away from the battlefield, players can get married and choose a honeymoon, build a dream house fit for a hero, and more. For more information, visit Monster and Me at .

RuneScape

(No ESRB Rating)

Media: Web Interface

Platforms: Java, Microsoft Windows, Linux, Mac OS X

RuneScape players may create an account and play in free worlds without obligation to buy anything. Some parts of the game require subscription. It is one of the most popular online games in the world. The setting is the fantasy realm of Gielinor, which is divided into several kingdoms and regions with different types of monsters, materials, and quests. Players create onscreen avatars that travel by foot, teleportation spells and devices, and mechanical transportation. Players may embark on quests and interact with other players through trading, chatting, or playing combative or cooperative mini-games. For more information, visit RuneScape at .

Star Wars Combine

(No ESRB Rating)

Media: Download

Platforms: Windows, MacIntosh, Linux/Unix

The Star Wars Combine is a free MMORPG developed by and for Star Wars fans. Players must set up accounts. They create avatars with various careers and skill levels and then explore vast galaxies and interact with other players. For more information, visit the Star Wars Combine web site at .

Teen Second Life

(No ESRB Rating)

Media: Download

Platforms: Windows 2000 SP4, Windows XP SP 2, Windows Vista, Mac OS X (10.3.9 or higher), Linux, I686.

Second Life is an Internet-based virtual world in which Residents develop avatars and then meet other Residents, socialize, participate in individual and group activities, explore, and create and trade items including virtual property and services. Teen Second Life was developed in 2005 for teens ages 13-17. Teens may register for free, however, a cell phone with Short Message Service (SMS), a PayPal account, or a credit card are required to register. Teens are transferred to the main Second Life grid when they turn 18. For more information and to play, visit Teen Second Life at . Also see Wikipedia articles at and .

Online Subscription Massively Multiplayer Online Role-Playing Games (MMORPGs)

EverQuest: Trilogy

(ESRB Ratings for Video, PC, and online versions: T)

Publisher: Sony Online Entertainment

EverQuest: Trilogy is an online subscription-based game. For more information, visit EverQuest at .

World of Warcraft

(ESRB Ratings for PC versions: T)

Publisher: Blizzard Entertainment

This immensely popular game requires purchase of a CD-Rom and an online subscription. A free trial is available. Expansion packs are also available. Visit World of Warcraft at for a beginners guide and more.

Libraries may purchase and install copies of World of Warcraft on library computers. Teens with subscriptions may compete by logging into their accounts.

World of Warcraft now has a voice chat feature built into the game so that players may speak with each other. If teens want to use this feature, ask them to bring computer headphones with them.

Web Sites

Core Elements: Toolbox Edition

core/CEToolbox.PDF

This simple 17-page D&D rulebook can be provided to teens attending library RPG programs.

Wizards of the Coast

.

Wizards of the Coast has information about Dungeons & Dragons, Star Wars role-playing game, D&D Miniatures, Dreamblade Miniatures, Magic: The Gathering, Duel Masters Trading Card Game, Neopets Trading Card Game, Axis & Allies Miniatures, Star Wars Miniatures, and more. It includes information about the games, manuals describing rules and other details, message boards to discuss the games, novels set in the game worlds, etc.

Wizards of the Coast: Dungeons & Dragons Character Sheets

default.asp?x=dnd/dnd/charactersheets

This Wizards of the Coast page features downloadable character sheets that may be used in Dungeons & Dragons role-playing games.

Wizards of the Coast: D & D Tools Archive

default.asp?x=dnd/tools

The Wizards of the Coast “Tools Archive” features an online dice roller that makes it possible to play without special dice. There is also a “Character Name Generator” that is useful if players need help naming their characters.

Professional Resources

Article

“Dungeons and Dragons: Adventures in the Library” by Nicole Price. VOYA (Voice of Youth Advocates). February 2005. (Vol. 27, Issue No. 6, pgs 450-453)

In this article, Ms. Price describes role-playing programs she hosts at the Foothill Library in Glendale, Arizona. The article is available online at

.

Books

Mazzanoble, Shelly. Confessions of a Part-Time Sorceress: A Girl’s Guide to the Dungeons & Dragons Game. Wizards of the Coast, 2007.

This book explains the games to girls and attacks the stereotype that everyone who plays D&D is a geeky guy. This could be useful to female librarians who want to get a better feel for the game before hosting an RPG game night, and it might also be good to display for some of the teen girls who are not initially playing the tabletop games.

Slavicsek, Bill and Richard Baker. Dungeons & Dragons for Dummies. For Dummies, 2005.

The For Dummies books are popular books that give introductory material on various topics. This book explains D&D to the layperson and could be useful reading for librarians who want to host D&D but have never played the game.

Web Sites

Christian Gamers Guild



This web site includes an educational section under Chaplain’s Corner at chaplain/index.html with articles and links to web sites about role-playing games and Christianity. The articles discuss various aspects of “Faith and Gaming”, including the dangers of mislabeling role-playing games as evil. They also provide suggestions for how role-playing games may be used to promote Christianity. Some of the articles also address complaints about violence in games, including video games.

Demion’s Game Book Web Page: Lone Wolf show_series.php?name=Lone+Wolf

This web site provides a complete listing of the books in Joe Dever’s Lone Wolf series, one of the most popular game book series ever published. Background information is provided for people unfamiliar with the series. There is also information about the illustrator, publisher, and publication date for each book. There are also links to the books that have been converted to an online format.

Entertainment Software Rating Board (ESRB)

index-js.jsp

The ESRB rates interactive entertainment software. ESBR does not rate online role-playing games, however, many role-playing games are available in multiple formats and some formats may be rated.

How Stuff : “How LARP Works” by Tracy V. Wilson



This article includes information about LARPs, photographs, examples, history, links, and more.

Magic: The Gathering on Fireshui



This website includes many articles with information about how to play the game, how to build a good deck of cards, and information about new decks.

The Mud Connector



This site presents a huge list of MUDs, searchable by categories such as anime, fantasy, science fiction, futuristic MUDs, player-killing MUDs, non-player-killing MUDs, etc. Some MUDs are listed as social MUDs. Similar to chat rooms, the primary goal of social MUDs is just to socialize. MUDs that are adult-only are included and you may want to view those lists so that you do not accidentally recommend a MUD that is inappropriate for teens.

NERO LARP Member Resource Site

index.htm

NERO is a large medieval fantasy LARP. The website provides details about NERO events, local chapters, rules, etc.

Project Aon

en/Main/Books

This site provides free downloads of Dever’s Lone Wolf series with the permission of the author and illustrators. The series ceased publication in 1998 and a dedicated fan base established Project Aon in 1999.

Religious

d_a_d.htm

This site describes role-playing games, explains some objections that have been raised, and clears up some misinformation. The web site includes a link to an article, “Dungeons and Dragons and Other Fantasy Role-Playing Games” by B. A. Robinson, and provides addresses for groups for and against Dungeons & Dragons and other games that provide additional information.

Society for Creative Anachronism (SCA)



This web site provides information about how the SCA is organized, SCA events and activities, links to the various SCA kingdoms, and more. The SCA is one of the originators of LARPs.

Unsolicited, but Useful, Advice for LARPers

larpdex.html

This website provides information about the logistics of hosting a LARP, costumes, pitfalls to avoid, etc.

What is a Role-Playing Game? on White Wolf Online

gettingstarted/index.php?line=rpg

This web page describes role-playing games as storytelling and compares them with childhood games of make-believe.

: What is MUD?



This site provides a brief explanation of MUDs and compares them with newer Internet phenomena.

Trivia Games

By Kendra Perkins

Length of Program

1 to 3 hours

Program Description

Trivia games are popular with teenagers thanks in part to television game shows such as Who Wants to be a Millionaire?, Deal or No Deal?, Are You Smarter Than a 5th Grader?, The Weakest Link, Family Feud, and Jeopardy. You may organize your trivia program as free play of trivia board games, a contest with written or verbal questions and answers, or offer DVD and online trivia games. An extensive list of trivia games in each format is provided in this program. Just decide on a format that will work best for you based on your library’s size, budget, technology, and your preference. Then gather games and let the teens play!

Developmental Needs and Assets

The program provides positive social interaction with adults as teens interact with library staff and adult volunteers. Teens may develop relationships with adult beyond their families, and librarians may be seen as role models. Teens may learn that they live in a caring neighborhood and that they are valued members of the community. As librarians and friends encourage the teens to play well, teens may raise their expectations. Teens may experience empowerment, especially if they help create some of the trivia questions. The need for creative expression may also be met if teens are involved in designing the program and selecting the means of delivery for the questions. The need for positive social interaction with peers and positive peer influence may be met as teens play games and socialize at breaks. The need for structure is met as teens learn the rules for the trivia contests and games. Teens have an opportunity to achieve through trivia games when they successfully answer a question or learn new facts. Teens may learn that they are valued resources who can provide service to others as they help with the program. The library setting supports teens’ safety. The program fulfills teens’ needs for a constructive use of time.

Preparation

Ask your teens which games they would like to play. Consider the technology available at your library and decide what will work best for you. Purchase games and equipment if your budget allows. Ask library employees, volunteers, and teens to loan games for the program. Ask local game shops to loan or donate games and equipment. Submit a donation request to a local Target, Wal-Mart, or another store. Some stores require written application on a donation request form and/or a letter on the library’s official letterhead.

Make numerous copies of game rules for teens who are unfamiliar with the games, or if there is more than one-way to play a game. Provide copies of the rules to each player and keep extras on hand.

This program can be very fun and easy to host as either a free-play event or a contest. For a free-play program, just set up tables with trivia games and let teens pair off or form groups and play the games of their choice. For a contest, divide the teens into teams and award prizes to the teams answering the most questions correctly.

Books to Display

Revenge of the Creature Features Movie Guide (Third Revised and Updated Edition), or An A to Z Encyclopedia to the Cinema of the Fantastic, or, Is There a Mad Doctor in the House? By John Stanley.

Cult Movies 3 by Danny Peary.

The Everything TV and Movie Trivia Mini Book by Nan Segaloff.

Frankly, My Dear: Quips and Quotes from Hollywood by Shelley Klein.

Guinness World Records by Guinness World Records.

The Horror Film: A Guide to More than 700 Films on Videocassette by James J. Mulay (editor).

I Know What You Quoted Last Summer: Quotes and Trivia from the Most Memorable

Contemporary Movies by Jai Nanda.

Texas Trivia by Ernie and Jill Couch.

Who Played Who on the Screen by Roy Pickard.

Promotion

Prepare flyers advertising your event. If you would like teens to bring games, add that to flyers and announcements that you post before the event. Ask teens to contact you in advance to volunteer if they would like to help plan or set up for the program. If any local shops have agreed to donate or loan games or equipment to the library for your event, acknowledge their help on the flyers.

Post flyers and notices on bulletin boards at your local bookstores, comic book stores, game stores, bookstores that host gaming groups and/or sell gaming books and supplies, and at other places frequented by teens in your community. If local shops are willing to hand out flyers, provide them with a stack. Place flyers in the teen area of the library. Teen volunteers and advisory board members can help spread the word to teens in the community that the library will be holding an event they may enjoy.

Announce the event on your library’s web site and add links to shops that are helping you, if they have web sites. If the shops do not have web sites, you may acknowledge them by name and include a brief description of the location.

If your flyers are ready before the school year ends, contact your local school district to see if they will allow flyers to be distributed at local schools. Depending on the school district, you may need to send a flyer to a central office for approval before distributing copies to students.

If your city’s parks and recreation department has a web site listing local events, ask if they will add your event to their announcements.

Contact local television and radio stations and ask if they are willing to do PSA’s (public service announcements). Many stations will require at least a few weeks’ notice, so check with them early to find out the timeline and appropriate contact information. Keep the public service announcements short (typically less than a minute).

Acknowledge and thank all of your sponsors, contributors, and volunteers during the program. Introduce all who are present.

Refreshments

Serve cookies, popcorn, fruits and vegetables, or even pizza, along with water, punch, lemonade, or soda pop. Ask a local pizzeria to donate some pizzas for your event, or ask for bakery items from a local store such as Target or Wal-Mart. Your attendance will increase if you let teens know in advance that you will serve refreshments!

Decorations

The type(s) of trivia questions you choose will help determine the décor. For example, display posters of popular teen musicians and groups if your trivia questions are music-themed. Display movie posters if your trivia questions are movie-themed, and place a marquee-style announcement about the program on the door of your programming room. Display book posters if the trivia questions are literature themed. The posters will make great prizes for winners of trivia contests, or give them away as door prizes at the end of the program.

Games and Activities

Trivia Board Game Day

Set up tables with a variety of trivia games or multiple sets of a single game and let teens play. Include traditional board games, such as Trivial Pursuit, any of its various themed versions, or some of the newer trivia-based board games such as Who Wants to be a Millionaire?, or a Harry Potter trivia board game. Or include other trivia games and activities suggested in this chapter. Visit Trivia Games and Board Games at triviagames1.html to read about a wide variety of trivia board games. Visit Sports Board Games and Sport Trivia Games Catalog 1 at sports-games.asp?gclid=CJvwsrCUkYwCFSM8gQodqmkM6w to learn about trivia sports games that may appeal especially to teen boys.

Trivia Contest

Prepare a list of trivia questions based on books, movies, or music popular with teens. You may prepare the questions yourself, find them in books or web sites such as the Internet Movie Database at or , or you may ask volunteers to help create questions. For questions about current teen culture, read articles and trivia quizzes in teen magazines. You may also include local trivia about when the library was built, who founded the town, etc. Sample trivia questions are included in the Craft Materials chapter at the end of this manual. Either prepare a list of questions and answers on a sheet of paper or write them on index cards. If a computer and projector are available, prepare the questions in a PowerPoint slide show. PowerPoint Jeopardy Games at

JeopardyGames.html explains how to make trivia games using PowerPoint.

For the contest, divide the teens into teams, read the questions, and let the teams take turns answering questions. Or, hand out written questions and have the teens write down their answers. Keep score either electronically or with a score sheet posted on the wall. Give prizes for the team with the most correct responses.

Trivia Games on DVD, X-Box, and PlayStation

Many games are suggested below that require a television, DVD projector, DVD player, X-Box, and/or PlayStation. Decide on formats for games based on your library’s technology and budget. If you have a PC, teens can play Riff: The Music Trivia DVD Game. Teens can play Scene It! which features short video clips and trivia questions if you have a television and DVD player. They can play Power Play: Sports Trivia if you have a Sony PlayStation.

Online Trivia Game Free Play

If Internet is available in your program room, bookmark online trivia games for the teens to play such as Teen Trivia at and Trivia IQ Tests at trivia.html and display them on library computer screen. Or, invite teens to bring laptops and provide them with a list of trivia game web sites.

Trivia Board Games

Cranium

Produced by Cranium, Inc.

This is a very unusual board game that combines elements of several other games, including Pictionary, Trivial Pursuit, and charades. The game includes trivia questions, drawing, sculpting shapes out of clay that is included, humming or singing, doing impressions of actors, spelling, and other activities. The wide range of subject matter and modes of activity make this game interesting. It is often hard to tell who is winning and the team in the lead can change quickly, which makes the game fun to play. Cranium requires at least four players on at least two teams. If teens will play several trivia board games at once, these requirements must be kept in mind.

Eat It! Snacks & Sweets Trivia Game

Produced by C-ME Games

This game includes questions about slogans, names, mascots, and details of various snacks. Categories include chocolate, candy, cookies, ice cream and desserts, and snacks. If you decide to include this game, you will definitely need to provide snacks since reading about candy, chips, and other goodies will make game-players hungry.

ESPN All Sports Trivia Challenge Game

Produced by USAopoly

This trivia game features sports-related questions and is great for teens who are more interested in sports than other subjects. The game board is laid out similarly to tic-tac-toe.

For the Record: Music Trivia Game, 80’s-90’s Edition

Produced by Talicor

This trivia game includes multiple-choice questions about music from the 1980’s to the 1990’s. Teens will most likely be familiar with some of the bands that are still popular. The multiple-choice format ensures that even if the teens do not know all the answers they will still be able to have fun with the game.

Harry Potter Sorcerer's Stone Trivia Game

Produced by Mattel

Although the target age of this game is a little younger, it should still be fun for teens as many of them have read the Harry Potter books and seen the movies. If teens get bored with the board game format or if you want a larger number of people to be able to play, turn it into an oral trivia game by dividing the group into teams, asking questions from the game, and keeping track of the number of correct answers by each team.

Jeopardy!

Produced by Pressman Games

As in the popular television game show, this game provides answers and the players must ask the questions that go with the answers. Several categories are included.

Lord of the Rings Trivia Game

Produced by Fantasy Flight Games

This game includes numerous questions about the Lord of the Rings books that both librarians and teens should appreciate. Players answer trivia questions and travel along the game board through Middle Earth. Multiple choice answers are provided, so players who are not experts on the books will still have a chance at winning the game and should not get too frustrated.

Marvel Trivia Game

Produced by Pressman

This trivia game includes questions about heroes and villains from Marvel Comics.

Movie Mania

Produced by Talicor

Questions about movies are divided by genres such as drama, comedy, etc. Players can partially reveal an answer to make the game easier.

The 90’s Game

Produced by Intellinitiative

This game includes trivia about 1990’s pop culture. Questions will allow teens to think back to their childhoods.

The Simpsons Edition Wheel of Fortune Game

Produced by Pressman Toy Corporation

Like on the Wheel of Fortune television show, players spin a wheel and call out letters. The words and phrases are all based on The Simpsons television show.

Simpsons Ultimate Trivia Tin

Produced by Cardinal Industries

This game includes 2000 trivia questions about the long-running and popular The Simpsons television show. The tin also comes with a poster that could be used as decoration or awarded as a door prize.

Tip of the Tongue

Produced by Fundex Games

Questions in this game are not designed to be difficult, but there is a two-second time limit, enforced by a built-in timer. Teens may find the fast pace entertaining.

Trivial Pursuit 6th Edition

Produced by Hasbro

In this game, the players answer trivia questions in various categories, collect colorful pie pieces for each category, and move along a game board as they get the correct answers. The game is in the 6th edition, but any edition is fine. Specialized editions of the game are also available.

Trivial Pursuit Disney Animated Picture Edition

Produced by Hasbro

This game follows the traditional format of Trivial Pursuit. All of the questions relate to Disney animated films and may be especially popular with teen girls (and librarians) who look back fondly on Disney films from their childhoods.

The Ultimate Football Trivia Board Game

Produced by Outset Media

The Ultimate Football Trivia Board Game provides questions in four categories, including a “rookie” category for players who do not know very much about football. This game may help draw in some teenage boys. The novice questions will allow a wider audience to enjoy the game.

The Ultimate TV Trivia Game

Produced by University Games

The questions in this game are based on new and classic television shows. Several cable networks show reruns of old television series so teens will likely be able to answer questions about classic as well as recent shows.

DVDs, X-Box, and PlayStation

(And Board Games that incorporate DVD components)

NCAA Basketball DVD Trivia Challenge

Produced by Snap TV, Inc.

Platform: PC

This game includes over 1000 basketball video clips and provides on-screen scoring.

Pop!-A-Razzi: E! Celebrity Trivia DVD Game

Produced by Imagination Games

Platform: PC

This game includes an interactive DVD, clips, and trivia questions based on E!’s 101 Countdown series.

Power Play: Sports Trivia

Produced by Ubisoft Entertainment

Platform: Sony PlayStation

This game is designed for use on the PlayStation game platform, and it consists of sports questions in four categories: football, basketball, baseball, and hockey. The game can be played individually, or it can accommodate up to four players.

Riff: The Music Trivia DVD Game

Produced by University Games

Platform: PC

This game includes several categories of music and should appeal to a wide audience. Topics include lyrics, bands, videos, album covers, and more.

Scene It! DVD Game

Produced by Mattel

Platform: PC

This game includes movie trivia questions and a DVD with clips from movies. There are also other editions of Scene It! that focus on specific topics. Special editions include Nickelodeon, music, television, Marvel, and Disney.

Trivial Pursuit DVD Pop Culture 2

Produced by Parker Brothers, Hasbro Games

Platform: PC

This game consists of questions about pop culture. The DVD format includes clips from movies, television shows, and commercials. This second edition includes several new questions. There are also special editions of Trivial Pursuit DVD games, including SNL (Saturday Night Live), Star Wars, and The Lord of the Rings.

Trivial Pursuit: Unhinged

Produced by Parker Brothers, Hasbro Games

Platform: X-Box

The X-box version of Trivial Pursuit includes some unique aspects of play. There are options to play in the traditional format, “Unhinged”, or a mini-game. The mini game is shorter and may be a good option if there is insufficient time to play the full game. The “unhinged” version allows players to steal each other’s pieces, bet against each other, etc. Video clips in various categories are hosted by Hollywood personalities.

Professional Resources

Fun Trivia Quizzes



This web site has trivia quizzes on numerous topics, including entertainment, sports, people, television, video games, and more. Quizzes are presented in multiple-choice format, and the results screen shows correct and incorrect answers, as well as explanations for the questions that were missed. Click near the top of the page to see the newest quizzes, the most popular quizzes, or a list of randomly selected quizzes.

Guinness World Records



This web site, based on the book, may be searched for a particular record either by category or by topic of interest. For instance, a search for “fingernails” accesses the record for the world’s longest fingernails within the category of the Human Body.

The Internet Movie Database



This web site is particularly helpful in creating movie-based trivia questions and in verifying a correct response. It is a great place to start for answers to questions about movies or actors. The site includes biographical information such as when and where an actor or actress was born, a filmography listing of movies and TV shows an actor has completed, future projects, and credits verifying who played various roles in movies.

PowerPoint Jeopardy Games

JeopardyGames.html

This site explains how to make trivia games using PowerPoint. This could be very useful if you decide to create your own questions, and if you have a projector, this would provide a good way to show questions to a large group. Two games are also included: anime and mystery.

Sports Board Games and Sport Trivia Games Catalog 1

sports-games.asp?gclid=CJvwsrCUkYwCFSM8gQodqmkM6w

This site provides a source for purchasing sports-themed trivia board games. This could also be used as a starting point for a shopping list of board games that you would like to purchase for your event, whether you choose to purchase items from this site or from a local store.

Teen Trivia



This site includes music, sports, pop culture, movies, etc.



trivia-games/trivia-flash-games.php

There are lots of different games on this site, but several of them have nothing to do with trivia. The games on this site use Flash, so whether it will work or not will depend on how updated your library’s software is.

Trivia from the '80's

games.html

Teens will not know some of the ‘80s trivia questions. You may wish to include questions about music, television shows, and movies that are currently being aired on your local television or radio stations.

Trivia Games and Board Games

triviagames1.html

This site provides a nice list of trivia-based board games which may be ordered or which may serve as a useful list of possible selections to purchase elsewhere.

Trivia IQ Tests

trivia.html

This web site includes several different free online trivia games. Some of the games are rated by level of difficulty, and others are listed by topic.

Trivial Pursuit On-Line



There are currently two online editions of Trivial Pursuit. A live multiplayer game is coming soon. A fee is required to play.

Video Gaming

By Amanda Hipp

Length of Program

60-90 minutes

Program Description

Video games won their place alongside traditional sports when Guitar Hero was featured on an hour-long special televised by CBS on the Louisville World Series of Video Games competition on Sunday, July 28, 2007.

Teens enjoy gaming in large groups and the library is a friendly place for them to play together. Provide games and equipment and/or teens can bring their own laptops and gaming systems at your library Video Gaming program. Libraries may offer open play, host a tournament, or both. This program describes both options and provides suggestions for games teens will enjoy. Four types of games are included in this program and librarians may choose which work best in their communities.

• Video games such as Guitar Hero, Dance Dance Revolution, and Super Smash Bros. Melee

• Computer-based games on CD-Rom which can be single or multiplayer, such as the Age of Empire, Civilization, and StarCraft series

• Free online games at Pogo Games, Shockwave, and Yahoo! Games

• Free Massively Multiplayer Online Role-Playing Games (MMORPGs) such as RuneScape, Star Wars Combine, Teen Second Life, and Gaia Online that are graphics-based and may feature social avatar worlds

A library Video Gaming program can be as simple or as big and extravagant as space, time, staff, and funds allow. For a sure-fire success, offer Guitar Hero and Dance Dance Revolution, two games that are very popular with teens.

Many teens have been gaming since they were young and will be familiar with the games played at your program. Others will pick them up quickly with a little coaching, especially the console and PC games. Teens, volunteers, and staff members who are familiar with the games can assist new players. They’ll all have fun playing and watching each other play.

This program offers some basic understanding and direction for librarians who don’t know much about games, equipment, or how to get started. For more information, see the September/October 2006 issue of Library Technology Reports entitled “Gaming and Libraries: Intersection of Services” which is devoted to the topic. It consists of chapters rather than articles, and each chapter deals with a different aspect of computer gaming and libraries. Chapter 1 helps explain why libraries should be involved in computer games. It also deals with complaints against violence and explains how games can be used to encourage literacy. Chapter 2 discusses “The Gaming Generation”. Chapter 3 explains equipment and setups for video game consoles, and lists games. Chapter 4 consists of case studies of libraries with gaming programs. The issue is available through TexShare’s EBSCO Host database.

To learn about the gaming programs, see the Library Success: A Best Practices Wiki section on gaming at index.php?title=Gaming. This page lists libraries that host gaming programs and the games offered: index.php?title=Libraries_Hosting_Gaming_Programs.

Developmental Needs and Assets

Library gaming programs give teens opportunities to socialize and make new friends who share their interests, to improve and advance in their games, and to discuss strategy and approaches to solving problems with their peers. Video and virtual games open new interactive worlds to teens. Some games require cooperation and teamwork and others are strictly competitive.

The Video Gaming program meets developmental needs of teens by encouraging positive social interactions, creating interesting ways of learning, and generating opportunities for growth through creative activities. Developmental assets supported by this program include constructive use of time, commitment to learning, and social competencies. This program helps build assets as library staff develop relationships with teens and create supportive environments.

Preparation

Ask your Teen Advisory Board or informal groups of teens which games they want to play. This will increase their ownership of the program and ensure that it includes games that teens enjoy playing.

When choosing games for your programs, determine in advance whether a site license must be purchased to allow multiple players at a single IP address. Ask your library's IT department if the games will work with the library's computer security system in place, or if security will need to be disabled for the event.

Next, decide whether you will have free play or a tournament. Don't worry about buying everything. If you have a TV, then it is possible to borrow the rest. If funding doesn't allow for the purchase of various games and consoles, ask coworkers, your teen advisory board, and/or teens registered for the program to bring their own consoles and favorite games.

Always set up the games in advance and try them out to ensure that all the necessary equipment is on hand and that everything works. Look for things that don't work and how to fix them. Some games come with accessories that only work a certain distance from the console. For example the Wii optical sensor remote controls operates at up to about 16 feet from the console. Marking a line on the floor at this distance may be useful to participants, although most will stand closer.

Discuss the program with your technology staff if you plan to play online games or games on CD-Roms. Free downloadable games, including MMORPGs, can be very large files and may take a long time to download, so install them in advance. Games on CD-Rom will need to be installed in advance. Ask your tech department staff for assistance in downloading programs. Games and even free trials may take a considerable length of time to download.

Plan to have plenty of teen volunteers at the program. They're familiar with the games and can get a competition going if it starts to drag. They can also help other teens who are not familiar with the games. Consider inviting a local high school or community college technology club to facilitate the games. Invite staff at your library who are gamers and invite the tech staff to participate in the program. If you are uncomfortable working with video games or don't know anything about them, arrange to have someone at the program who knows the games and the technology involved. Ask them to be available to troubleshoot any unforeseeable event that may arise.

It is a good idea to place various board games/card games in the program area for teens who aren't as technologically adept or for those waiting for their turn to play the video games. However, in this gaming generation, most teens learn electronic games quickly.

Music is a must at a program like this and a DJ will add to teens’ enjoyment. Ask a Teen Advisory Board member to serve as the DJ for your event. Also ask teen participants to contribute their favorite music to the song line-up. Remember that you must have a public performance license to play music at library programs. Chances are good that your city or county already has a license if it offers dance classes at the recreation center, provides musical sing-alongs at the senior activity building, or holds regular outdoor parades or concerts. Check with your public information office, parks and recreation department, purchasing department, or the city or county legal department to see if a license exists and for which licensing organization. For more information, see the copyright section of the introduction to this manual.

Entertainment Software Ratings

The Entertainment Software Rating Board (ESRB) rates interactive entertainment software. All games listed in this program are rated as “E” for Everyone, “E10+” for Everyone 10+, and “T” for Teen, provided that an ESRB rating is available. It is recommended that librarians check ratings on the ESRB web site at index-js.jsp and offer only games that are rated as “E”, “E10+”, and “T”.

Parents may not be aware that ESRB ratings exist and may not know the ratings for games their preteens and teens play at home or in the library. Many preteens and teens play games at home that are rated “M” for “Mature”, sometimes without their parents’ knowledge. For example, Halo is a very popular role-playing game that is rated “M” due to violent content. Controversy has arisen in some communities when parents discovered that their preteens and teens played Halo at the library.

To avoid controversy in your community, include the names of the games that teens will play and the ESRB ratings on your flyers and publicity. In this way, teens and parents will know in advance if games they enjoy and/or games to which they object will be offered. Require signed parental permission slips if teens will play any game that is rated “M”.

Books to Display

Arcade Fever: The Fan's Guide to the Golden Age of Video Games by John Sellers.

Game Art: The Graphic Art of Computer Games by Leo Hartas.

Game Design for Teens by Les Pardew.

Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds by J. C. Herz.

The Ultimate History of Video Games: From Pong to Pokemon-The Story Behind the Craze That Touched Our Lives and Changed the World by Steven L. Kent.

Books to Booktalk

The Amulet of Komondor by Adam Osterweil.

Brainboy and the Deathmaster by Tor Seidler.

Crusader by Edward Bloor.

Eagle Strike by Anthony Horowitz.

Gemini Game by Michael Scott.

Head Games by Mariah Fredericks.

Heir Apparent by Vivian Vande Velde.

Leo@ by Arne Tangherlini.

Locked Inside by Nancy Werlin.

New World by Gillian Cross.

The Night Room by E. M. Goldman.

Reality Check! by Rikki Simons.

Rodomonte’s Revenge by Gary Paulsen.

User Unfriendly by Vivian Vande Velde.

Virtual World by Chris Westwood.

Displays

Display boxes for games that will be played at your program along with accessories such as a DDR mat, a Wii remote, Nintendo and Xbox consoles, Guitar Hero controller, etc. Or display classic boxes for games such as Pac-man, Pong, Tetris, and Donkey Kong along with platforms such as Atari, Sega Genesis, and early Nintendo consoles. Include a poster for Game On! TTR.08 and a flyer for your program.

Bulletin Board

Display copies of boxes of games that will be played during the program along with screen shots from the actual games. Or display an historical timeline of video games including major milestones in video game history. These might include the initial release dates for Atari, Pac-man, Nintendo’s first console, and SimCity, etc. The History of Gaming Interactive Timeline of Game History on The Video Game Revolution site at kcts/videogamerevolution/history/timeline_flash.html may be used to identify historical events to include on the bulletin board. Add a poster for Game On! TTR.08 and a flyer for your program.

Promotion

Create an edgy, engaging flyer with an emphasis on technology to advertise the Video Gaming program. Include a catchy title or slogan, such as "Now Playing", "Playing with Power", or for a Wii tournament, "Wii Play". For an eye-catching, teen friendly flyer, create a flyer that is reminiscent of CD artwork. Order single CD slim jewel cases and insert your flyer into the leaflet or booklet area. Many places sell the jewel cases in bulk, such as Merit Line at cd-jewel-case-cases-single.html, and you can order a 100 pack of the jewel cases for approximately $20.00. Withdrawn CD cases may be used if they are in good shape and if the property stickers and barcodes can be removed. The teens will love it and use it!

Another advertising method is to set up a web log (or blog) about gaming. There are many free blog-hosting sites, like Blogger () and WordPress () that are very easy to use and quick to set up. The library can use the blog to advertise upcoming gaming events and allow teens to discuss, review, and learn about new games from staff and other teens. Also check with the local schools or Parks and Recreation centers to see if they offer any video game clubs, tournaments, or programs, and advertise at those sites. Post an ad in the local high school newspapers or newsletters, or even on their web sites. Finally, get the library's Teen Advisory Board involved in the planning. This group will help spread the word for your program.

Decorations

If games such as Dance Dance Revolution, Karaoke, or Guitar Hero will be played, hang withdrawn CDs from the ceiling and add a tabletop disco ball. The lights shining off of the CDs create a club-like ambience. If you are hosting a tournament or using other games, the disco ball may be distracting. During a tournament, turn down the lights if games are projected onto a screen or the wall.

Decorate with an ‘80’s theme if teens are playing retro games. The first video game created, Pong, premiered in the 1980’s.

Refreshments

Nothing goes better with video games and teens than pizza and candy, or other finger snack foods. Serve food at the beginning or at the end after teens finish gaming to prevent greasy hands touching the controllers or smudging the games and provide plenty of napkins.

Incentives

If you host a tournament, give prizes such as candy and coupons to winners of each round. Award small trophies, computer generated certificates, personalized ribbons, or a gift certificate to the overall winner. Contact stores that sell video games and request giveaways such as posters, promotional items, gift certificates, and/or coupons. Bragging rights and a place to play these games with friends will be enough incentive for many teens.

Games and Activities

Video Gaming - Free Play

To host an open play Video Gaming program, set up consoles loaded with a variety of games and invite teens to play. Limit each game to one round if the number of consoles is limited. An LCD projector is optional for video game programs. It adds a lot of "wow" factor if teens can view their games on a large projector screen or the wall, but it is not necessary. Invite teens to bring their own laptops or gaming systems to supplement those available at the library. Teens will typically pair off and play together.

You may also host free play with computer-based multiplayer games such as Age of Empire, Rise of Legends, or Civilization and online game sites such as Pogo Games, Shockwave, and Yahoo! Games.

Video Gaming Tournament

Host Super Smash Bros. Melee for a fun video game tournament. Set up an LCD projector with game consoles that will allow two, four, or eight teens to compete at a time. Add lots of chairs for friends and families who come to watch the tournament. To add excitement, ask a teen or a library staff member to provide play by play and color commentary. They’ll need a microphone to be heard over the talking and cheers!

If the teens attending have a wide range of age and skill levels, or if there are a large number of competitors, divide them into multiple groups of two or four players. If you begin the program with 30 minutes of free play, this will allow time for teens to sign up for the tournaments and for you to divide the teens into groups. Or, you may register teens in advance for tournaments. Advance registration allows you to schedule entrants for particular games at particular times and makes it easy to divide the teens into groups. Allow for alternate positions when planning tournaments so that latecomers who have not registered may participate.

If your room is large enough, set up free play games such as Dance Dance Revolution and Super Mario Brothers in half of the room for teens who are not in the tournament. Add LCD projectors to make it more fun. You can also invite teens to bring their own laptops or gaming systems.

Video Game Descriptions

Dance Dance Revolution series (DDR) (ESRB Ratings: E, E10+)

Consoles: PCs, Sony PlayStation 1 & 2, Nintendo GameCube, Wii, Xbox, and Xbox 360

This game combines music and dancing. Players follow the directions of colored arrows projected on a screen and step on corresponding areas of the DDR mat. Players’ scores are based on how accurately their steps match the arrows. Dance Dance Revolution includes more than 50 game choices, various levels of expertise, and allows for multiple players. For more information, see Game at ps2/puzzle/ddrextreme/review.html?om_act=convert&om_clk=gssummary&tag=summary;review.

Guitar Hero (ESRB Rating: T)

Console: Sony PlayStation 2

Guitar Hero II

Consoles: Sony PlayStation 2 and Xbox 360

Guitar Hero Encore: Rocks the 80s

Consoles: Sony PlayStation 2

Guitar Hero III: Legends of Rock

Consoles: Sony PlayStations 2 & 3, Xbox 360, and Wii.

Players follow onscreen color-coded clues shown on a guitar neck to correctly strum a guitar-shaped controller in rhythm with rock music in this award-winning game. Playing the wrong notes causes the rock meter to indicate failure. Guitar Hero II includes more than 50 new tunes. Note: The games can be played on a regular controller but are much more lifelike when played on a separate guitar peripheral.

Karaoke Revolution series, including American Idol Karaoke (ESRB Ratings: E and E10+)

Console: Sony PlayStation 2

This series judges players on their ability to sing. The newest addition to this series is American Idol Karaoke in which players sing along karaoke-style while being judged by the dreaded Simon Cowell. Players vie against each other for a spot at the top. For more information, see Game at ps2/puzzle/karaokerevolutionamericanidol/index.html?om_act=convert&om_clk=tabs.

Mario Kart (ESRB Rating: E)

Consoles: Nintendo 64, Nintendo DS, Nintendo GameCube, and Game Boy Advance

This game and the others in this series are basic racing games with a Mario World spin. Mario Kart includes various track options and choices of character. Players may compete against each other or the computer. With Wi-Fi access, the Nintendo DS version includes the option of playing against others worldwide. For more information, visit Mario at .

Need for Speed series (ESRB Ratings: E and E10+)

Consoles: PC, Sony PlayStations 1, 2 & 3, Sony PlayStation Portable, Nintendo GameCube, Wii, Xbox, Xbox 360, and Game Boy Advance

This series is another basic racing game with multiple car and track choices. Some versions include police chases. Concerns about the game encouraging reckless road behavior may make this choice a bit controversial for the library.

Retro Atari Classics (ESRB Rating: E)

Consoles: Nintendo DS

This collection of Atari classic games includes Warlords, Missile Command, Centipede, Tempest, Pong, Breakout, Sprint, Gravitar, Asteroids, and Lunar Lander. They are not that well reviewed on most review sites, but may be interesting to include as a history of video games. For more information, see Game at ds/action/atariclassics/index.html.

The Sims series (ESRB Rating: T)

Consoles: PC, PlayStation2, Nintendo GameCube, Nintendo DS, and Game Boy Advance.

The Sims is the best-selling PC game in history. It is loosely based on Sim City in which the player must manage a city and its citizenry, called "Sims." The Sims simulates day-to-day activities of one or more Sims living in a suburban household near SimCity. The objective of the game is to organize the Sims' time to help them reach personal goals. Sims must work, pay bills, exercise, eat, sleep, etc., or face consequences. Since its initial release in 2000, seven expansion packs and a sequel, The Sims 2 have been released and The Sims 3 is currently in development. For more information, see The Sims at .

Super Smash Bros. (ESRB Rating: E) and Super Smash Bros. Melee (ESRB Rating: T)

Consoles: Nintendo 64, Wii

A single player, or up to four people, can play the fighting games this series which features characters such as Mario, Donkey Kong, Princess Zelda, or Pikachu from established Nintendo games. Super Smash Brothers was originally released in 1999 for Nintendo 64. Super Smash Bros. Melee was released in 2001 for Nintendo GameCube. In Super Smash Bros. Melee, players can choose between 25 characters and can select one of 29 stages for each round of play. The third installment, Super Smash Brothers Brawl, is scheduled for release for Wii in December 2007. For more information, see Smash at .

Tony Hawk's Pro Skater series (ESRB Ratings: E, E10+, and T)

Consoles: PCs, PlayStation, Nintendo 64, Xbox, Game Boy Color, Game Boy Advance, GameCube, and Dreamcast

This immensely popular skateboarding game features the legendary skateboarder, Tony Hawk, and other well-known professional skateboarders. For more information, see Game at ps2/sports/tonyhawksproskater3/review.html.

WarioWare: Smooth Moves (ESRB Rating: E10+)

Consoles: Wii

This game combines over 200 micro-games. The micro-games typically consist of a single quick, decisive action, such as sawing through a log or jumping to collect coins. The trick of the game is that players don't know in what order the micro-games will be thrown at them, and the speed of the game increases as the player progresses through the game. Perfect to show off how fun the Wii can be. For more information, see Wario at .

Wii Sports (ESRB Rating: E)

Consoles: Wii

These simulations of tennis, baseball, bowling, golf, and boxing are free with the Wii system. They are a great way to learn how to use the Wii Remote, also called Wiimote. Most games are fairly short and allow for multi-player or group play. For more information, see at gamemini?gameid=1OTtO06SP7M52gi5m8pD6CnahbW8CzxE.

Note: A variety of sports games are offered for all consoles. Most are a little too lengthy for tournaments, unless games are limited to rounds, but they can be great for enticing teens into a video game program. Read reviews of additional sports games on GameSpot at search.html?type =11&stype=all&qs=sport.

Video Game Accessories

Dance Dance Revolution

DDR can be played with regular controllers but the fun of the game is actually performing the steps. For this a DDR mat is needed. Two mats will enable players to compete each other simultaneously. For information on the various mats available, see ddrmatpad.html.

Guitar Hero

Information and prices for the guitar shaped controller that is used with Guitar Hero games may be found at the Guitar Hero II Specialty Store at specialty-gh.html.

Wii

The Wii Remote (Wiimote) for the Wii consoles includes motion-sensing technology allowing players to actually move as if they are in the game. It can become the player's tennis racket in one game or the players bowling arm in another game. For group events, additional Wiimotes may need to be purchased. Wiimotes may be purchased at an electronic store with Wii products in stock. For more information, see at .

Console Types and Selected Video Games

Nintendo 64 (1996)

systemsclassic?type=n64



Selected Games: StarCraft, Donkey Kong 64, Mario Kart 64, Mario Party 3, Pro Skater Game 3, Super Mario 64, Tony Hawk's Super Smash Brothers

Sega Dreamcast (Released in 1998, Discontinued in 2002. Sega began selling refurbished Dreamcast consoles through its online store in 2006.)



Selected Games: Sonic Adventure, Tony Hawk's Pro Skater series. Sega Dreamcast had more than 730 official games in 2006.

Nintendo Game Boy Advance (2001)

systemsgba



Selected Games: Mario Kart Super Circuit, Need for Speed, Pokeman Ruby/Sapphire,

The Sims, WarioWare, Inc.: Mega Microgame$!, WarioWare: Twisted!

Note: Nintendo Game Boy Advance is a portable, handheld console that can be linked. Graphics are not as powerful as Wii and PlayStation.

Nintendo GameCube (2001)

channel/gcn



Games: Dance Dance Revolution; Mario Kart: Double Dash!!, Need for Speed, Super Monkey Ball; Super Smash Brothers, Super Mario Sunshine Super Smash Brothers Series, The Sims, Tony Hawk's Pro Skater 3, WarioWare, Inc.: Mega Party Game$!

Nintendo DS (2004)

systemsds



Selected Games: Mario Kart, Retro Atari Classics, The Sims, Wario Ware: Touched!

Microsoft Xbox (2001) and Xbox 360 (2005)

en-US/





Selected Games: Dance Dance Revolution Universe, Need for Speed, Tony Hawk's Proving Ground

Nintendo Wii (2007)

channel/Wii



Selected Games: Dance Dance Revolution Hottest Party, Need for Speed, Pokemon Battle Revolution, Rayman Raving Rabbids, Spiderman 3, Super Paper Mario, Super Smash Brothers, Tiger Woods PGA Tour, WarioWare: Smooth Moves, Wii Sports

Sony PlayStation (1994), PlayStation 2 (2000), PlayStation 3 (2005)

us.







Selected Games: Dance Dance Revolution, Guitar Hero, Karaoke Revolution (including American Idol Karaoke); Need for Speed, The Sims, Tony Hawk's Pro Skater series

Computer-Based Multiplayer Games

Age of Empires series (ESRB Ratings: E10+, T)

Media: CD-Rom

This history-based strategy game features online or network play for a single player or up to eight simultaneous players. Players must advance their civilizations from the Stone Age, to the Tool Age, the Bronze Age, and to the Iron Age. They construct civilizations, build armies, and explore new technologies. To win, players must gather resources to pay for new units, buildings, and more advanced technology. For more information, see at games/empires/. For system requirements, see Microsoft’s Age of Empire Technical Notes at games/empires/tech.htm.

Civilization series (ESRB Ratings: E, E10+)

Media: CD-Rom

Civilization III and others in this series are turn-based strategy games that can be played online with players from all over the world. The object of the game is to build an empire through the ages, beginning in pre-historic times and continuing through the modern day. Available for Windows and Mac OS. For more information, see The Official Civilization III web site at .

Rise of Legends (ESRB Rating: T)

Media: CD-Rom

This fantasy game allows players to build their civilizations from the ground up and features online multiple player options. For more information, see at games/pc/riseofnationsrol.aspx. For system requirements, see Microsoft’s Rise of Legends web page at games/pc/riseofnationsrol.aspx#sysreqs.

StarCraft (ESRB Rating: T)

Consoles: Nintendo 64, PC, MacIntosh

StarCraft was the best-selling computer game of 1998 and is the third best-selling computer game in history. The sequel, StarCraft II, was released in May 2007. StarCraft is a strategy game that follows a war among three galactic species. It can be installed on eight networked computers allowing eight simultaneous players on a single IP network. The sequel, StarCraft II, was released in May 2007. This inexpensive game can be ordered through for less than $20.00. This is an excellent choice for installation on library computers.

Massively Multiplayer Online Role-Playing Games (MMORPGs)

If teens in your community enjoy MMORPGs, consider hosting a free play event. You’ll need a library computer lab with a LAN, or laptops and a wireless connection. Provide computers for each player as well as plenty of time for play. StarCraft, the best-selling computer game of 1998 and the third best-selling computer game in history, is an excellent choice for libraries. It can be installed eight networked computers allowing eight simultaneous players on a single IP network. This inexpensive game can be ordered through for less than $20.00.

You may invite teens to bring their own laptops if you have a wireless connection, particularly if they want to play games to which they subscribe.

The development of the players’ characters is a primary goal in most MMORPGs. In many games characters progress and earn experience points for their actions and then reach various character levels. It takes quite a while to advance through the levels so it may be difficult to estimate how much time teens will need to play. Some libraries offer a series of one-hour programs over four or more weeks so that teens can progress through the game. Others offer half-day or all-day programs.

Many multi-player games are available for free over the Internet. A list of free game web sites is included below. When choosing games for your programs, determine in advance whether a site license must be purchased to allow multiple players at a single IP address. Ask the library's IT department if the games will work with the library's computer security system in place, or if security will need to be disabled.

Free Massively Multiplayer Online Role-Playing Games (MMORPGs)

MMORPGs are online computer role-playing games in which players interact with other players in virtual worlds. Most take place in fantasy worlds and players progress by earning experience points, earning the game currency, uncovering and collecting goods, and combating opponents. These are graphics-based games in social environments where players may create avatars to represent themselves. They may associate and form social groups. Many MMORPGs and social avatar worlds are commercial ventures. Some offer free trials. Some include areas that are free along with others that require subscription. For more information on MMORPGs, see Wikipedia at .

Below is a list of MMORPGs that are free, partially free, or have free trials. Be sure to check each game to make sure it allows for multiple users on the same IP address. Confer with your technology or IT department. These programs may be very large and may take extensive time to download. Teens may take a long time to master them, but they will enjoy the graphics along the way.

Darker Realms (No ESRB Rating)

Media: Web interface

Darker Realms is a MUD (multi-user dungeon). This is a free online role-playing game. It does not require the player to download or purchase anything. All that is required is telnet, and if a user does not have that or does not like the version of telnet on his or her computer, there is also a Java applet on the web site that allows the user to connect to the game. For more information, visit Darker Realms at .

Gaia Online

Media: Download

Platforms: PC

Founded in 2003, Gaia Online is an online community open to teens ages 13 and up. It includes games, message boards, and a virtual economy. Members can hang out, chat, create avatars, and use "Gaia Gold" to outfit their avatars with clothes and accessories. Gaia Gold is earned by engaging in many activities, including Gaia's selection of games. All areas of the site are free, unless members purchase site merchandise or special collectible items. Giai Online is the largest forum on the Internet with over a million posts daily. For more information, visit Gaia Online at .

Lineage 2 (ESRB Rating: T)

Media: CD-Rom, Download

Platform: Microsoft Windows

Players may become knights, wizards, elves, or princes or princesses in this medieval role-playing game. For more information, visit Lineage at download.

MapleStory series (No ESRB Rating)

Media: Download

Platforms: Microsoft Windows 98/ME/2K/XP, Nintendo DS

This is a free game for which appearances and gameplay enhancements can be purchased. Players in the "Maple World" create characters, defeat monsters and develop their character's skills and abilities, as is typical in role-playing games. Players can interact through chatting, trading, and playing minigames. Groups of players can band together to hunt monsters and share the rewards. They can also form a guild to interact more easily with each other. For more information, visit MapleStory at .

Matrix Online (ESRB Rating: T)

Media: CD-Rom

Platform: PC

Built upon the fantasy world in the Matrix movies, this game allows each player's character to work its way through the classes of the Matrix, taking on different missions. Players may join the community for free. For more information, visit The Matrix Online at .

Monster and Me (No ESRB Rating)

Media: Download

Platforms: Windows 98/ME/NT/2000/XP/Vista

Players must create an account for Monster and Me and then may play for free. Players can fight alone or team up with friends to battle the monsters that roam in this mystical Eastern land. They can catch pets, raise them, and evolve them to create the ultimate fighting machine. Away from the battlefield, players can get married and choose a honeymoon, build a dream house fit for a hero, and more. For more information, visit Monster and Me at .

RuneScape (No ESRB Rating)

Media: Web Interface

Platforms: Java, Microsoft Windows, Linux, Mac OS X

RuneScape players may create an account and play in free worlds without obligation to buy anything. Some parts of the game require subscription. It is one of the most popular online games in the world. The setting is the fantasy realm of Gielinor, which is divided into several kingdoms and regions with different types of monsters, materials, and quests. Players create onscreen avatars that travel by foot, teleportation spells and devices, and mechanical transportation. Players may embark on quests and interact with other players through trading, chatting, or playing combative or cooperative mini-games. For more information, visit RuneScape at .

Star Wars Combine (No ESRB Rating)

Media: Download

Platforms: Windows, MacIntosh, Linux/Unix

The Star Wars Combine is a free MMORPG simulation game developed by and for Star Wars fans. Players must set up accounts. They create avatars with various careers and skill levels that explore vast galaxies and interact with other players. For more information, visit the Star Wars Combine web site at .

Teen Second Life (No ESRB Rating)

Media: Download

Platforms: Windows 2000 SP4, Windows XP SP 2, Windows Vista, Mac OS X (10.3.9 or higher), Linux, I686.

Second Life is an Internet-based virtual world in which Residents develop avatars which meet other Residents, socialize, participate in individual and group activities, explore, and create and trade items including virtual property and services. Teen Second Life was developed in 2005 for teenagers ages 13-17. Teens may register for free. However, a cell phone with Short Message Service (SMS), a PayPal account, or a credit card are required to register. Teen Grid users and all their content and private islands are transferred to the Main Grid when they turn 18. For more information and to play, visit Teen Second Life at . Listen to an MP3 audio file of Libraries Get a Second Life by Lori Bell and Tom Peters, a presentation at the ALA TechSource Gaming, Learning, and Libraries Symposium 2007 at .

Free Online Game Sites

Pogo Games

Pogo offers hundreds of free online puzzles, word, card, board, casino, arcade, and sport games. Pogo does require players to create a free account. With sign-up, teens can play single player games or chat and play with over 15 million members on the multi-player games. is consistently a top-10 Internet site for U.S. visitors when measured by time spent online. A premium subscription-based service called "Club Pogo" is also available. For more information, see at home/home.do.

Shockwave

The Online Games section of Shockwave offers a wide variety of games from online versions of traditional card and board games to many unfamiliar but enjoyable games. Games can be played online against other teens. For more information, see at online.jsp.

Yahoo! Games

Yahoo! Games offers free online games and free trial downloads. This site includes arcade, board, card, word, puzzle, video, and multi-player games. Many traditional games such as Chess, Dominoes, Scrabble, Monopoly, and Risk are available. Teens can join a tournament with Yahoo! Games and play against others from all over the world. For more information, see Yahoo! at .

Guest Speakers

Invite a local video game store representative to bring brand new video games or possibly preview products that aren't available for sale yet. The video store representative could set up a mini-game convention in your library allowing teens to play games on a variety of gaming consoles.

Professional Resources

Books

The Kids are Alright: How the Gamer Generation is Changing the Workplace by John C. Beck and Mitchell Wade.

Beck and Wade cite a survey of approximately 2000 business professionals that provides the first data showing a direct, statistically verifiable link between digital games and professional behavior in the workplace. They state that gamers, estimated by the authors to be about 90 million strong, acquire valuable knowledge that will transform the workplace. According to the authors, gamers place value in winning and competence, and want to be experts their fields, which will make them an influential force. The book suggests ways employers can take advantage of gamers’ unique values and skills. A review in Publisher’s Weekly states that “Some readers may find themselves grinding their teeth at many of the authors’ upbeat conclusions about the benefits video game players will bring to the business world, but most will find the pair’s findings fascinating and provocative.”

Articles

“Are You Game?” by Aaron Schmidt. School Library Journal. June 2006. (Vol. 52, No. 6, pgs. 52-54)

This article is a thorough introduction to hosting gaming events at a library. It discusses open-play and tournaments options, popular consoles, favorite games of teens, how to get approval to host a gaming event, and how to advertise. Available online at School Library Journal Online at article/CA6338686.html.

“Gaming and Libraries: Intersection of Services” by Jenny Levine. Library Technology Reports. September/October 2006. (Vol. 42, No. 5)

This issue of Library Technology Reports consists of chapters rather than articles, and each chapter deals with a different aspect of computer gaming and libraries. Chapter 1 explains why libraries should be involved in computer games. It also discusses complaints about violence in video games and explains how games can be used to encourage literacy. Available from ALA Tech Source at and through TexShare’s EBSCO Host database.

Gaming for Librarians: An Introduction by Heather Wilson. VOYA (Voice of Youth Advocates). February 2005. (Vol. 27, No. 6, pgs 446-449)

Wilson explores games teens are playing, including computer and video games, role-playing games, miniatures, collectible and trading card games, and board games. She discusses the popularity of games that are derivatives of teen TV shows, comic books, and movies. Wilson briefly discusses the benefits of games and how to incorporate games into the library. Also available at VOYA Online at VO/YA2/VOYA200502YA101.pdf.

“Gaming for Tech-Savvy Teens” by Catherine Delneo. Young Adult Library Services. Spring 2005. (Vol. 3, No. 3. pgs. 34-38.)

Delneo introduces gaming in libraries and has an excellent bibliography of professional resources as well as a teen fiction booklist.

Meet the Gamers: They Research, Teach, Learn, and Collaborate So Far, Without Libraries by Kurt Squire. Library Journal. April 2005. (Vol. 130, No. 7, p 38)

This article describes ways in which libraries can connect to gamers, including offering games for check out, reserving workstations for gaming, and hosting gaming events. Using games as Civilization III and Lineage as examples, the author shows how online multi-player games reinforce some objectives of public libraries: reading, researching, managing multiple resources, accessing and evaluating information. Available at Library Jounral Online at arti cle/CA516033.html.

“Video Games as a Service: Hosting Tournaments at Your Library” by Erin Helmrich. VOYA (Voice of Youth Advocates). February 2005. (Vol. 27, No. 6, pgs 450-453)

This article by staff of the Ann Arbor District Library details the success and evolution of their gaming tournaments. It includes a description of their events, suggested ways to enhance game tournament events, and promotion of events of this type. Available at VOYA Online at .

Web Sites

AADL-GT: Ann Arbor District Library Game Blog

aadlgt

This popular blog elicits a high volume of responses from teens and members of the community. Bloggers suggest game event options, discuss how to improve programs, talk about new games in the library's collection, and more.

ALA TechSource Gaming, Learning, and Libraries Symposium 2007.



On this site, thirty-five presentations, including keynote presentations by James Paul Gee, Henry Jenkins, Liz Lawley, and Gregory Trefry, are available as MP3 audio files.

Developing Collections of Games for Libraries by Beth Galloway. (ALA TechSource Gaming, Learning, and Libraries Symposium 2007.)



Ms. Galloway discusses how to make the case to include video games and software in your collection, and how to evaluate, select, purchase, store, and market PC and console games. On this web site you may listen to an MP3 audio file of the presentation and view the PowerPoint slide show.

Entertainment Software Rating Board (ESRB)



ESRB's site is a good resource for choosing appropriate video game titles. The ratings include EC (Early Childhood), E (Everyone), E10+ (Everyone 10 and older), T (Teen), M (Mature), AO (Adult Only), and RP (Rating Pending). The ratings also include content descriptors to clarify the elements a game possesses that may have triggered certain ratings.

GameSpot



GameSpot is a review site for games for PC, Xbox 360, PlayStations 2 & 3, PlayStation Portable, Wii, Xbox, Nintendo GameCube, Nintendo DS, and Game Boy Advance. Game news, previews, cheat codes, and more are also included on this site.

Game On! The Official Libgaming Blog

rchive.html

Game On! is a web log (blog) created by librarians to keep librarians up-to-date on gaming news. It is a supplemental resource to the LibGaming discussion list.

Game



Game Rankings collects and links to reviews from other websites and magazines. It combines rankings into an average rating for each game. This site may help select games that are popular with teens.

Gaming Target

index.php

Gaming Target reviews games for PCs, Xbox 360, PlayStations 2 & 3, PlayStation Portable, Wii, Xbox, Nintendo DC, Game Boy Advance, Game Boy Color, and more. The Retro channel of this site features games for retired consoles that are no longer the mainstays of the video gaming world. The site includes news, reviews, previews, cheat codes, blogs, interviews, a community forum, and even articles written by John Scalzo, the Video Game Librarian.

How’d They do That? A Step-by-Step Guide to Starting a Gaming Program at Your Library by Kelly Laszczal, Eric Currie, and Alex Tyle. (ALA TechSource Gaming, Learning, and Libraries Symposium 2007.)



On this web page you may listen to the MP3 audio file of this presentation to learn how to create a successful gaming program on a limited budget, including Dance Dance Revolution tournaments, online discussion groups for teens, equipment, and games that work well for the library.

LibGaming - Google Group



A library gaming listserv, or forum discussion, set up through Google Groups, LibGaming is a space for librarians to talk about gaming, ask each other questions, talk about successful events, offer suggestions, and much more. It includes topics such as circulating video games for PC and consoles, game collection development, gaming programs including LAN parties and tournaments, role-playing games, card games, online gaming, gaming reviews and resources, and news and research.

Library Success: A Best Practices Wiki: Gaming

index.php?title=Gaming

Library Success: A Best Practices Wiki is created by and for librarians or library professionals. The gaming section includes information about upcoming library game events, past library game events, success stories, resources, libraries hosting gaming programs, Wii libraries, and libraries circulating games.

Libraries Hosting Gaming Programs

index.php?title=Libraries_Hosting_Gaming_Programs

This page on the Library Success: A Best Practices Wiki lists libraries that host gaming programs and games played at the programs.

Reality Bytes: Eight Myths About Video Games Debunked by Henry Jenkins.

kcts/videogamerevolution/impact/myths.html

This well-researched essay on the impact of gaming addresses many concerns about video games and supports incorporating video games into YA programs and/or circulating collections. The article is published by PBS and offers supporting statistics. The author, Henry Jenkins, is a professor at MIT.

What IF: Gaming, Intellectual Freedom and the Law by Katherine Fallow. (ALA TechSource Gaming, Learning, and Libraries Symposium 2007.)

techsource.blog/2007/08/audio-from-glls2007-what-if-gaming-intellectual-freedom-and-the-law.html

Several states have passed laws restricting minors' access to violent video games. Courts have invalidated these laws under the First Amendment. Some groups advocate laws to regulate access to games based on their content, or laws banning violent games. These organizations and individuals may turn their attention to libraries that add games to their collections. This presentation discusses intellectual freedom principles and the First Amendment in relation to games and gaming activities, along with recent court decisions addressing minors' access to video games, the legal status of game ratings, and policy developments. Listen to an MP3 audio file of the presentation on this site.

YALSA Gaming Lists and Activities



This YALSA web page includes a list of top 50 games and activities. It also includes the content for a brochure entitled Why Gaming @ your library?

WhoDunIt

By Deban Becker and WyLaina Hildreth

Length of Program

1 hour

Program Description

Television programs have made crime fighting and evidence gathering cool. Teens will gather facts and solve problems in this WhoDunIt program. They’ll gather evidence and solve true crimes, participate in a murder mystery scavenger hunt, or a mystery role-playing game.

Developmental Needs and Assets

This program will encourage teens to develop a positive identity. By participating in the activities, teens will experience a greater sense of control over their environments, learn that they can solve problems, and gain self-esteem and a more positive outlook on their personal futures.

Books to Display

Blood and DNA Evidence: Crime-Solving Science Experiments by Kenneth G. Rainis.

Silent Witness: How Forensic Anthropology Is Used to Solve the World's Toughest by Roxana Ferllini.

Classic Whodunits by Tom Bullimore.

Crime Scene Investigation: Crack the Case with Real-Life Experts edited by Cyril H. Wecht.

Dusted and Busted: The Science of Fingerprinting by D. B. Beres.

The Nancy Drew Scrapbook: Sixty Years of America's Favorite Teenage Sleuth by Karen Plunkett-Powell.

They Broke the Law, You Be the Judge: True Cases of Teen Crime by Thomas A. Jacobs.

Unexplained: An Encyclopedia of Curious Phenomena, Strange Superstitions, and Ancient Mysteries by Judy Allen.

Books to Booktalk

The Da Vinci Code by Dan Brown.

Fake ID by Walter Sorrells.

Finding Lubchenko by Michael Simmons.

Half-Moon Investigations by Eoin Colfer.

Jude by Kate Morgenroth.

A Northern Light by Jennifer Donnelly.

The Westing Game by Ellen Raskin.

Displays

True Crime Scene

Prepare a true crime display. Display books about law, law enforcement, and true crime. Surround the books with props such as plastic handcuffs, manila folders with “Crime Photos” written on them, plastic badges, and handcuffs. The plastic handcuffs and badges may be purchased at Oriental Trading Company at .

Crime Scene

Make a faux-crime scene by using white masking tape on the floor of your teen area similar to the scene in the attached photo. Shape the masking tape into the outline of a body. Rope off the area with yellow caution tape and/or crime scene tape (you can ask your city departments to use their official tape). Mark the scene with evidence numbers made from yellow and black construction paper.

Bulletin Board

Library’s Most Wanted

Create a “Library’s Most Wanted” board. Display mug shots of library staff members. Take pictures of the staff members in front of a white wall with height measurements on it. Have the staff members hold up a sign with their name and a prisoner number. An example of a sign is included in the Craft Materials chapter at the end of this manual. Blow up the pictures for everyone to see. Include a rap sheet with facts about the person, such as their favorite book, movie, or music CD. An example of a rap sheet is also included.

Refreshments

Serve food that will go along with your crime scene investigation such as dried cherries or cranberries and call them dried scabs and Little Debbie Zebra Cakes and call them prison biscuits.

Incentives

Give the teens crime-fighting tools such as small notebooks, pencils, police tape, handcuffs, and other items available from local stores or from web sites such as Oriental Trading Company at

Games and Activities

Gather the Evidence

Prepare brief outlines of several true crimes. An example of an outline of a true crime based on a murder investigation is available in the Craft Materials chapter at the end of this manual. Let groups of teens use library resources, such as books, databases, and the Internet, to search for more information and gather the evidence and proof. The goal is to solve the crime and determine if suspects are guilty or innocent. At the end of the activity, leave time for the teens to discuss the case and whether they would convict the suspects based on the stories of the crime.

Murder Mystery Scavenger Hunt

Stage a murder in your library. Find a library staff member to volunteer to be the victim. Another staff member might be the murderer. You might give teens sheets describing personas to play. Every player is a suspect. You can use the name tags provided to help the players take on their new identity. Using a scavenger hunt, the teens would answer simple reference questions to solve this mystery. Clues would be given to solve the mystery when the teens answer the questions correctly. An example scavenger hunt, with answers, is provided. The teen who solves the mystery is the winner. They can accuse each other as much as they want, but only one person will win.

Murder in the Village

(Adapted from Rules of Mafia at princeton.edu/~mafia/oldmafia/rules.htm. Used with permission of Sam Taylor, Treasurer of the Princeton Mafia Society, mafia@Princeton.EDU.)

Scenario

“Murder in the Village” is a murder mystery card game. Players act as residents of a small village that is terrorized by a group of murderers. During the night, the murderers roam about the village, selecting law-abiding citizens as their victims. During the day, the villagers gather together, seeking justice, and vote to convict one of the citizens of secretly being a murderer.

Number of Players

Thirteen players are ideal for a game. You may accept seven or more players with slight modifications in dealing the cards. See below Player Set-up Modifications.

Equipment Needed

One standard deck of playing cards.

Roles of the Players

Players make themselves comfortable in a circle in order to see one another’s faces. One player is selected each round to be the Narrator. The Narrator does not participate in the game as a player, but manages the game and remains absolutely neutral. The librarian or a teen participant can be the Narrator. Prior to play, the Narrator will choose cards out of the deck representing each of the following.

• Citizens: Black numbered cards of any suit, # 2-9

• Murderers: Red numbered cards of any suits, #2-9

• Sheriff: Jack of Clubs

• Nurse: The Queen of Hearts

The narrator deals these cards to assign roles so that they are random and confidential. Once a player receives a card, he or she must conceal his or her identity from the other players.

Player set-up modifications based on the number of participants:

• 1 Sheriff, 1 Nurse, 2 Murderers + 3 Citizens = 7 players

• 1 Sheriff, 1 Nurse, 2 Murderers + 5 Citizens = 9 players

• 1 Sheriff, 1 Nurse, 3 Murderers + 6 Citizens = 11 players

• 1 Sheriff, 1 Nurse, 3 Murderers + 8 Citizens = 13 players

The Goal of the Game

Each player’s goal depends on his or her role. The murderer(s) goal is to kill all the citizens in the game. The citizens’ goal is to kill the murderer to avoid becoming the murderer’s victims. The nurse and sheriff share the same goal as the citizens.

Playing the Game

Each round consists of two phases. The first phase is night; the second phase is day. The narrator will announce when each phase is occurring.

Phase One – Night

The narrator tells the players to close their eyes and lower their heads (“Citizens, go to sleep. It is now night time and the village is quiet.”). All players except the narrator close their eyes and no peeking is allowed. The narrator must not speak in any specific direction lest he or she signals the true identity of a player. All other players should sit as motionless as possible for the same reason. The night phase is divided into three parts:

1. The narrator announces "Murderers awake." The murderers, and only the murderers, open their eyes. The murderers may kill one citizen per night. The murderers decide among themselves who they will kill, by means of hand gestures. They silently point to the victim to communicate to the narrator who is to be killed. The narrator, once he or she understands who is to be killed, announces "Murderers, go back to sleep" and then the murderers close their eyes.

2. The moderator announces, "Nurse awake." The narrator asks, "Who do you want to save?" The Nurse should point to one person she thinks the murderers have tried to kill, and the narrator indicates by silently nodding his or her head if the person was killed or shaking it side to side if the person was not killed. The Nurse can point to himself or herself to try to save his or her own life, but not in consecutive rounds. The narrator then asks the Nurse to go back to sleep and the Nurse closes his or her eyes.

3. A similar process is used for the Sheriff. The moderator announces "Sheriff awake." The narrator asks, "Who do you want to accuse?" The Sheriff points to one person whom he or she believes to be a murderer, and the narrator indicates by nodding or shaking of his or her head (not by speaking) whether the person indicated is a murderer or not. The narrator then asks the Sheriff to go back to sleep and the Sheriff closes his or her eyes.

Phase Two – Day

After this is done, the narrator tells everyone to wake up. Before anyone speaks, the narrator identifies who (if anyone) was killed in the night (“Sadly, There was a death in the night and the person who was killed was…”). Note: This is an opportunity for the Narrator to get creative with the story of the murder scene. The player killed in the night is “dead” and may no longer participate in the game in any way (no speaking or physical gestures), however they are allowed to keep their eyes open at all times. The player killed by the murderers may turn over his or her card and reveal his or her identity to the group. Note: No player should ever show his or her card to anyone else while they are still alive. It is cause for disqualification and known as “suicide”.

The remaining survivors may vote to convict someone of being a murderer. The survivors may freely discuss the situation. The Nurse, Sheriff, and Murderers may reveal themselves publicly if they feel that it is in their best interest to do so, which it usually is not, provided that they never reveal their actual cards. The narrator, after allowing for a period of discussion will ask for accusations. Any player may accuse any other player of being a murderer. If an accusation is lodged, the accuser may explain the reason for his accusation. Then, the narrator will ask for a second to the accusation that the named player is the murderer. If the accusation is seconded, then the accused may state a defense. Other players may comment briefly on one side or the other. Then, the narrator will take a vote. If a majority of the surviving members vote to convict, then the convicted player turns their card face up to signify that they have been put to death and may no longer participate in the game. If there is no majority in favor of conviction, the accused is acquitted and may not be accused again in the same turn. The day phrase ends when:

(a) Someone has been convicted and killed, OR

(b) The narrator determines that no more accusations are going to be (or can be) made.

In case (b), no one is killed during the daytime. The moderator allows sufficient time for accusations to be made, but does not allow the game to drag on unnecessarily. At the end of the day, the moderator terminates all discussion immediately. Then, night falls, and the moderator asks all players to close their eyes.

Winning the Game

The game is won by the murderers if there are no more citizens left, or if the number of citizens left is less than or equal to the number of murderers. In this case, the citizens will never be able to get a majority to kill one of the murderers. The citizens win if all of the murderers are convicted and killed.

Exposed

(Adapted from 101+ Teen Programs that Work by RoseMary Honnold.)

Laminate photos of celebrities and tape them to a poster. Mask their eyes with black rectangles of paper, and number each photo. The object is for the teens to identify the “masked” celebrity. Teens can have a ballot to tally their guesses. Post the names of the celebrities after every teen has guessed. To vary the game, include several categories of celebrities, such as expose the author, rock-star, sports star, or even librarian.

Who Am I?

(Adapted from Books Appeal: Get Teenagers Into the School Library by Karen Cornell Gomberg.)

Materials needed: Self-Adhesive Name Tags and Permanent Markers.

Who Am I? can be used as an activity or as an icebreaker. Have each teen secretly write the name of a famous person on a self-adhesive nametag. For variety, they can write the name of a famous author, musician, athlete, etc. Keeping the name hidden, each teen sticks the nametag to onto another player’s back. The teens mingle and ask each other questions to figure out whose name is on their back. The players can only ask questions with yes or no answers. “Am I alive?” or “Am I male?” are examples of appropriate questions. Teens continue playing until each player guesses the name of the famous person on his or her back.

Murder Mystery Role-Playing Game

Conduct the murder mystery role-playing game, “The Body in the Billiard Room” by Lisa Youngblood, in No Limits: READ! Young Adult Reading Club and Programming Manual on the Texas State Library web site at tsl.state.tx.us/ld/pubs/yareadingclub/body.html .

Guest Speakers

Invite local police officers or detectives to talk about their work. Ask them to tell stories about their work and discuss the skills needed for the job. Ask them to talk about gathering evidence from crime scenes.

Web sites

DNA Forensics

sci/techresources/Human_Genome/elsi/forensics.shtml

An informational website on how forensics using DNA works.

Videos/DVDs/Films

Bill Nye the Science Guy: Forensics. (26 minutes)

Dick Tracy. (103 minutes)

The Last Mimzy. (90 minutes)

The Librarian: Quest for the Spear. (90 minutes)

Nancy Drew. (99 minutes)

National Treasure. (131 minutes)

Stormbreaker. (93 minutes)

Professional Resources

101+ Teen Programs that Work by RoseMary Honnold.

Books Appeal: Get Teenagers into the School Library by Karen Cornell Gomberg.

Crime Scene Investigations Booklist

booklists/crime_fiction/csi.html

An on-line booklist that includes both fiction and non-fiction titles about forensic science, forensic psychology, forensic anthropology, medical examiners, crime scene investigations, etc.

Forensics in the Classroom

forensics_curriculum/

This web site for teachers and instructors, provided by CourtTV, includes information and activities for teens.

Oriental Trading Company



An online business that has party favors and interesting gifts.

Rules of Mafia

princeton.edu/~mafia/oldmafia/rules.htm

Consult this web site when planning the Murder in the Village game.

The Body in the Billiard Room

tsl.state.tx.us/ld/pubs/yareadingclub/body.html

The murder mystery role-playing game, “The Body in the Billiard Room”, is included in No Limits: READ! Young Adult Reading Club and Programming Manual by Lisa Youngblood, published by the Texas State Library and Archives Commission in 2002.

Ultimate Mystery/Detective Web Guide

UltimateMystery/Mystery-Index.html

Contains over 3,000 mystery/detective online resources.

Who Dunnit?

whodunnit/crime.html

Provides history and activities for modern crime fighting and forensic investigations.

X-Treme Games

By WyLaina Hildreth

Length of Program

1 hour

Program Description

This X-Treme Games program will give teens an opportunity to participate in fun physical activities and to learn about extreme sports that get adrenaline going. Many suggestions for activities for teens are provided from which librarians may choose, including the following.

• Teens demonstrate their skill with bikes, skateboards, or skates

• Participate in a paintball party

• Learn about Poi and practice Glo Poi

• Participate in a Hula Hoop® Jam

• Participate in field day activities

In addition, many suggestions are provided for guest presenters, including bike and skateboard enthusiasts, mountain climbers, motorcyclists, skydivers, and water skiers. Guest presenters can talk about their experiences and show equipment and films. Design your program based on the talents and skills of your teens and community members, your budget, and available outdoor facilities.

Extreme games and sports are very popular with teens because of the element of danger and because most of the sports are not in the mainstream. They are often variations on more traditional sports. For example, snowboarding is a combination of surfing and skiing. To learn more about extreme sports, visit Wikipedia at .

Developmental Needs and Assets

This program helps teens build assets such as setting boundaries and expectations, using time constructively, developing a commitment to learning, and developing a positive identity. The activities provided in this program will allow teens to set higher expectations for themselves, to see that reading can be fun, to learn to plan and make decisions, and to develop personal power and gain self-esteem.

Books to Display

A Beginners Guide to Very Cool Skateboarding Tricks by Aaron Rosenburg.

Aggressive Inline Skating by Ann Weil.

BMX History by Brian D. Fiske.

Boards: The Art and Design of the Skateboard by Jacob Hoye.

Climb! Your Guide to Bouldering, Sport Climbing, Trad Climbing, Ice Climbing, Alpinism and More by Pete Takeda.

Extreme Sports: In Search of the Ultimate Thrill by Joe Tomlinson.

Paintball by Teri Sievert.

Rippin’ Ramps: A Skateboarder’s Guide to Riding Half-Pipes by Justin Hocking.

Snowboarding by Clive Gifford.

Books to Booktalk

Amped: How Big Air, Big Dollars, and a New Generation Took Sports to the Extreme by David Browne.

Awesome Athletes by Ron Horton.

How Angel Peterson Got His Name by Gary Paulsen.

Into the Wild by Jon Krakauer.

Maximum Ride: the Angel Experiment by James Patterson.

MX: The Way of a Motocrosser by Davey Coombs.

Paranoid Park by Blake Nelson.

Tony Hawk and His Team: Skateboarding Superstars by Lita Sorenen.

Within Reach: My Everest Story by Mark Pfetzer and Jack Galvin.

Display

Prepare a display with books, DVDs and CDs about extreme sports. For example, display non-fiction books on paintball, skateboarding, field day games, and other sports that teens like to play. Enhance the display with ropes, flags, orange safety cones and other props.

Bulletin Board

Create a bulletin board with pictures of people playing extreme games. These might include BMX biking, skateboarding, paintball, snowboarding, and surfing. If you know of teens who participate in these types of sports, provide a picture and a profile of them and include the sport they play, why they enjoy that particular sport, and the title of their favorite book.

Refreshments

Provide high energy snacks such as Wasabi peas, poki sticks, Gatorade, water, granola bars, dried fruit such as dried apricots or cranberries, and trail mix.

Incentives

Give the teens some interesting and cool items relating to sports. Some examples are whistle bracelets, surfboard key chains, medals, and other items that can be purchased online from party supply stores such as Oriental Trading Company at .

Games and Activities

Strut Your Stuff

There are many teens in every community who can do great tricks on their bikes, skateboards, or skates. Sign the teens up to demonstrate their talents. Provide a space in the library parking lot for this activity. Provide music and a portable sound system and ask a teen volunteer to MC the event.

X-treme Paintball Art Party

Fill water balloons with tempera paint. Make sure to use the powdered, water-based paint. Lay out butcher paper in the parking lot or on a grassy area outside the library. Have the teens make extreme art by throwing the balloons at the paper to make designs. Hang the art in the library or give each teen a section to take home. If you decide to hang it in the library, ask the teens to sign their names on the artwork. This activity can be messy, so invite the teens to dress accordingly and have smocks or extra shirts on hand for them to wear.

Glo Poi

It is believed that Poi originated with the Maori people of New Zealand. Today it is an exciting performance art incorporating dance, juggling, and spinning a variety of objects, including torches, flourescent streamers, and glow sticks that make beautiful circular patterns in the air. Invite a Poi performance artist or performing group to demonstrate Poi dancing and juggling. Provide glo sticks or balls so the artists can teach teens some Glo Poi. For more information, see Wikipedia at .

Hula Hoop® Jam

Hula Hooping isn’t just for kids anymore. Hula Hoopers are found at festivals and concerts of jambands such as The String Cheese Incident. Celebrate World Hoop Day on August 8, 2008 (see ). Host a hoop jam and invite a Hula Hoop® group to the library for a demonstration. Invite a drumming circle to play. Provide plain hoops, fitness hoops, and/or LED hoops for the teens to try. Or let the teens make their own hoops from polyethylene tubing. They can cover them with fabric or plastic tape, or glow-in-the dark, patterned, or sparkling tape. They may be made with clear tubing and filled with plastic balls, glitter, or even water to produce visual or audio effects when used. For more information, see Magazine at .

X-treme Field Day

Create a field day event for your teens. Have 3-legged races, egg tosses, relay races, and sack races.

Prepare a track for the 3-legged race. The teens form pairs with their legs tied together and the first team to run the length of the track wins the contest.

The egg toss can be messy and you may want to lay a plastic mat on the floor or parking lot before you begin. The teens form pairs and begin by standing close together and tossing the eggs. After each toss, the pairs take one step back and toss the egg again. If a pair drops their egg, that team is out. The last pair with an unbroken egg wins. Provide prizes such as ribbons for the winners of each race. Provide towels, soap, and water for teens to wash the raw egg off their hands. Allergies to eggs are relatively common. List this activity in your flyers and publicity, and prior to play announce that some people are allergic to eggs. Suggest that teens who are allergic not participate in this activity.

Climbing Wall

Set up a portable climbing wall or other inflatable extreme sports equipment at the library. Party suppliers and local sporting goods stores may be willing to donate the equipment or provide it at a discount. Teens will enjoy trying an extreme sport in a safe environment. Have plenty of adult supervision. Check local ordinances regarding inflatable or mobile equipment that is set up on city or county property. Liability insurance to cover any damage to the equipment may also be required by the rental company. Look locally for the equipment, and check out some of the options at Fun at interactive.html.

More Activities

The 2006 Texas Reading Club manual includes a program with additional ideas for your extreme sports event at tsl.state.tx.us/ld/projects/trc/2006/manual/yaextreme.html.

Guest Speakers

While many extreme sports can not be fully demonstrated in the library, the athletes may be able to demonstrate exercises that improve their technique, how to use a specific piece of equipment, or a tricky move. For example, surfers have to learn to “pop up” from a flat position on the board to a standing position, which they must practice on dry land before hitting the waves! If the sport does not lend itself to any type of demonstration, ask the presenter to share video clips, slides, or photographs. There are sports enthusiasts and athletes in every community. Here are some for you to consider for your program.

• Invite a local bike shop owner to discuss various types of bikes and the extreme sport or trick for which they are used.

• Invite a skateboard enthusiast or the owner of a local shop with skateboards to show and discuss various boards, wheels, and accessories.

• If you have a local gym with a climbing wall, invite an instructor to talk about climbing, climbing equipment, and to tell stories about the sport.

• Invite a variety of extreme athletes, such as a mountain climber, motorcyclist, skydiver, or water skier, to talk about their experiences, show equipment, and perhaps show films.

• Invite a breakdance group to perform for the teens.

Web Sites

EXPN



This web site from ESPN includes information on events currently happening, news, and gossip. It also includes video clips and podcasts.

Xtreme Sports



A Think quest project that highlights extreme sports, the techniques needed to be successful at them, and injuries people can sustain while practicing the sports.

Video Games

ATV Off Road Fury.

Formula One Championship Edition.

Forza Motorsport 2.

SSX Blur.

Tony Hawk’s Pro Skater 4.

DVDs

All My Crazy Friends. (105 minutes)

Inside X: ESPN’s X Games IX. (60 minutes)

Professional Resources

2006 Texas Reading Club: Extreme Sports

tsl.state.tx.us/ld/projects/trc/2006/manual/yaextreme.html

The Texas State Library’s site for the 2006 manual includes program ideas on extreme sports.

ALA Reading Challenge

ala/yalsa/teenreading/trw/trw2006/challenge.htm

ALA and the WWE sponsored an event for reluctant readers. This webpage has book lists and event ideas for those who like the WWE.

Extreme Sports



Wikipedia, the online wiki encyclopedia, features an informative article on extreme sports.

Magazine



This is a hub for the worldwide hooping community and the one-stop online source for all things hooping. It provides advice, instructions, videos, photos, and other helpful information for hoopers.

Oriental Trading Company



An online business that has party favors and interesting gifts.

Craft Materials

Food Fights Chapter

Bulletin Board Recipes

[pic]

Chocolate Tasting Party: Name That Candy Bar

[pic]

[pic]

[pic]

Chocolate Tasting Party: Chocolate Candy Guess

[pic]

Chocolate Tasting Party: The Candy Bar Personality Test

[pic]

Answers to the Candy Bar Personality Test

Once every participant has filled out their card, you can announce each type of candy bar and have the teens raise their hands corresponding to the candy bar they circled. Read the descriptions aloud to the group.

Baby Ruth

You are sweet, loving, cuddly, and sometimes a little nutty.

Snickers

You are funny and lively. Everyone enjoys being around you.

Butterfingers

You are smooth and articulate. You know how to express yourself.

Almond Joy

You are fun-loving and giving. You are full of energy and life.

3 Musketeers

You are adventurous and full of new ideas. You are always ready for a battle.

Hershey’s Milk Chocolate Bar

You are romantic, warm, and loving. You care about others.

Banana Jousting Templates 1 and 2

[pic]

[pic]

Game-ology Chapter

Playing Card Name Tags

[pic]

Mind Games Chapter

Library Sudoku Puzzle

[pic]

Library Sudoku Answer Key

[pic]

Spell It! Word List

[pic]

Spell It! Program Room Layout

[pic]

Harry Potter Numbered Chairs Trivia Challenge

[pic]

RPG Quest: Role Playing Games Chapter

Articles about Dungeons & Dragons

Archives: The History of TSR

dnd/DnDArchives_History.asp

Wizards of the Coast provides a timeline from 1966 to 1999 with information about Dungeons & Dragons, various versions of the games, and the development and dissolution of companies that developed and published Dungeons & Dragons.

“Dave Arneson Interview” by Allen Rausch.



Rausch talks with Dave Arneson, co-creator of Dungeons & Dragons, about how he met Gary Gygax, how they developed Dungeons & Dragons, his contributions to the game, what he is currently doing, and what else he has done since the 1980’s. Arneson discusses how he decided to focus on individual characters rather than a whole army and the importance of this idea in the development of role-playing games. He also mentions that, at one time, he went to schools and talked about how role-playing could be used educationally.

“Gary Gygax Interview: Part 1” by Allen Rausch.



Rausch talks with Gygax about gaming, the development of Dungeons & Dragons, authors that influenced him, how Dungeons & Dragons became popular, and controversy in the early 1980’s. Among other things, this interview addresses claims from the early 1980’s that the game promotes witchcraft and/or suicide. Gygax discusses how the media distorted the facts and did not retract incorrect information.

“Gary Gygax Interview: Part 2” by Allen Rausch.



Gygax discusses the current incarnation of Dungeons & Dragons, the Dungeons & Dragons cartoon, an online game being developed, and some of his other projects, including books he is writing.

“Magic & Memories: The Complete History of Dungeons & Dragons” by Allen Rausch.

(Part I: Companions & Chainmail)

(Part II: Mazes & Monsters)

(Part III: Tyrants & Wizards)

(Part IV: Repairs & Resurrections)

(Part V: Atari & Eberron)

Allen Rausch’s excellent series of articles on the history of Dungeons & Dragons was prepared for Dungeons & Dragons 30th anniversary in 2004. Rausch provides very detailed information about the origins of the game, conflicts and controversies, different publishers, and changes in the game’s rules.

“Magic & Memories: The Dungeons & Dragons Index” by GameSpy staff.

Game (Aug. 13, 2004)



As a celebration of Dungeons & Dragons’ 30th anniversary, GameSpy presented a series of articles about the game’s history. The Index helps navigate through the articles.

"What Happened to Dungeons and Dragons" by Darren Waters.

BBC News (April 26, 2004)



This article provides some history of the game and mentions controversies that arose during the height of the game’s popularity.

Trivia Games Chapter

Sample Trivia Questions

1. What year did this library open?

2. What is the name of the actress who plays Hermione in the Harry Potter movies?

3. What is the name of the dragon in The Hobbit?

4. How many elementary schools are in _____________ School District?

5. (insert the name of your local school district)

6. How many players are on a basketball team?

7. Who wrote Time Cat?

8. Who played Lily Munster on The Munsters television show?

9. How many books does this library let you check out?

10. In Eclipse, what is Bella’s last name?

11. Who illustrated The Spiderwick Chronicles?

12. Who sang “She’s a Beauty”?

13. Who played Prue on “Charmed”?

14. Who played Ferris in “Ferris Bueller’s Day Off”?

15. Who played Aunt Zelda on “Sabrina, the Teenage Witch”?

Who Dun It Chapter

True Crime Scene Displays

[pic]

[pic]

Library Most Wanted Booking Signs

[pic]

Library’s Most Wanted Rap Sheets

True Crime Outline

Scavenger Hunt Name Tags

[pic]

[pic]

Bibliography

Books

Allen, Judy.

Unexplained: An Encyclopedia of Curious Phenomena, Strange Superstitions, and Ancient Mysteries. Kingfisher, 2004. (Y)

Explore the unknown, from a ghost haunting to physical mysteries, to lost civilizations, ancient superstitions, and symbols.

Anderson, M.T.

The Game of Sunken Place. Scholastic, 2005. (Y)

While visiting an eccentric uncle, George and his friend Brian begin to play an old board game called “The Game of Sunken Places.” When the game sucks them into an alternate reality the boys quickly realize it is not an ordinary game. The boys then have to participate and win the game in order to settle an age-old battle of enchanted spirit nations. With only 5 days left their every move is critical to winning.

Baker, Richard.

Dungeons & Dragons: Complete Arcane (A Player’s Guide to Arcane Magic for All Classes). Wizards of the Coast, 2004. (Y)

This Dungeons & Dragons supplement provides information specific to certain characters. Some of the characters in Dungeons & Dragons use magic and this book provides guidelines about various types of magic-users. The book will assist people playing magic-using characters and Dungeon Masters who need more details about anything what a character might do.

Balliett, Blue.

The Wright Three. Scholastic, 2006. (Y)

In the midst of unexplained accidents and mysterious coincidences, sixth-graders Calder, Petra, and Tommy use cryptic messages and geometric puzzle clues in an attempt to keep Frank Lloyd Wright's famous Robie House from being demolished.

Beck, John C and Mitchell Wade.

The Kids are Alright: How the Gamer Generation is Changing the Workplace. Business School Press, 2006. (L)

Beck and Wade cite a survey of approximately 2000 business professionals that provides the first data showing a direct, statistically verifiable link between digital games and professional behavior in the workplace. They state that gamers, estimated by the authors at about 90 million, acquire valuable knowledge that will transform the workplace. According to the authors, gamers place value in winning and competence and want to be experts their fields, which will make them an influential force. The book suggests ways employers can take advantage of gamers’ unique values and skills. A review in Publisher’s Weekly states that “Some readers may find themselves grinding their teeth at many of the authors’ upbeat conclusions about the benefits video game players will bring to the business world, but most will find the pair’s findings fascinating and provocative.”

Beres, D. B.

Dusted and Busted: The Science of Fingerprinting. Franklin Watts, 2006. (Y)

Learn about the scientific identification process used in fingerprinting crime suspects.

Bloor, Edward.

Crusader. Scholastic, 2001. (Y)

Working at her uncle's failing virtual reality arcade, 15-year old Roberta, struggles with the truth in this murder mystery set in a mall rat culture.

Brown, Dan.

The DaVinci Code. Doubleday, 2003. (Y+)

A thrilling mystery that uses murder, problem solving, and adventure to find a secret that has been kept for thousands of years.

Browne, David.

Amped: How Big Air, Big Dollars, and a New Generation Took Sports to the Extreme. Bloomsbury, 2005. (Y+)

This informative look at how the extreme sport industry has evolved provides interviews with professionals and examines the culture that surrounds these sports.

Bullimore, Tom.

Classic Whodunits. Main Street, 2003. (Y)

Solve the crimes...if you dare! Teen sleuths solve an assortment of mysteries in this collection of puzzling whodunits.

Carle, Megan.

Teens Cook: How to Cook What You Want to Eat. Ten Speed, 2004. (Y)

A cookbook with many dishes and recipes that have been adapted to make cooking fun and simple.

Coleman, Janet Wyman.

Secrets, Lies, Gizmos, and Spies: A History of Spies and Espionage. Abrams/Amulet, 2006. (Y)

Dive into the secret world of mind games and espionage to uncover authentic spy codes and more.

Colfer, Eoin.

Half-Moon Investigations. Miramax, 2006. (Y)

Twelve-year-old private investigator Fletcher Moon, nicknamed “Half-Moon" because of his shortness, must uncover a conspiracy or be framed for a crime he did not commit.

Colfer, Eoin.

Artemis Fowl series. Hyperion, 2001. (Y)

Follow the exploits of Artemis Fowl, a young criminal mastermind whose main goal is the acquisition of money through various ingenious ventures.

Cook, Monte, Skip Williams, and Jonathan Tweet.

Dungeons & Dragons: Monster Manual (Core Rulebook III v. 3.5). Wizards of the Coast, 2003. (Y)

This book includes descriptions of monsters that may be used in Dungeons and Dragons. It is for use by the Dungeon Master who creates the scenarios. The monster manual supplies foes that the characters may encounter.

Coombs, Davey.

MX: The Way of the Motocrosser. Harry N. Abrams, 2003. (Y)

This book offers a look at the sport of motocross, the people who ride in it, and the way the sport has evolved over the years.

Couch, Ernie and Jill.

Texas Trivia (Revised Edition). Rutledge Hill, 1991. (Y)

This book includes Texas-related questions in six major categories. Librarians may select questions particular to their area of the state or questions of general interest about famous people and events from Texas history for trivia games.

Cross, Gillian.

New World. Holiday House, 1995. (Y)

Participating in the secret testing of a virtual reality game New World, Miriam discovers the sinister hidden agenda of the game's programmers. It's up to Miriam, with the help of family and friends, to stop the programmers from unleashing this dangerous new product.

Devers, Joe, and Gary Chalk.

Lone Wolf series, books 1-4. Sparrow Books, 1984-1985. (Y)

Lone Wolf series, books 5-8. Beaver Books, 1985-1986. (Y)

In this series of role-playing game books, the reader envisions himself as the main character and makes certain choices along the way. Similar to the Choose Your Own Adventure series, at certain points in the story, the reader makes a choice. Rather than turning the page to find out what happens, the reader/player refers to a random-number table to see how the battle ends. There is also an inventory component, so the character picks up a certain number of items that will fit in the backpack rather than collecting an unlimited number of items. Books 1 through 17 are in the public domain and may be downloaded for free at Project Aon, en/Main/Books.

Devers, Joe.

Lone Wolf series, books 9-12. Beaver Books, 1987-1988. (Y)

Lone Wolf series, books 13-28. Red Fox, 1990-1998. (Books 18-28 OP) (Y)

In this series of role-playing game books, the reader envisions himself as the main character and makes certain choices along the way. Similar to the Choose Your Own Adventure series, at certain points in the story, the reader makes a choice. Rather than turning the page to find out what happens, the reader/player refers to a random-number table to see how the battle ends. There is also an inventory component, so the character picks up a certain number of items that will fit in the backpack rather than collecting an unlimited number of items. Books 1 through 17 are in the public domain and may be downloaded for free at Project Aon, en/Main/Books. Books 18-28 have not been uploaded yet as of the date of this manual.

Donnelly, Jennifer.

A Northern Light. Harcourt, 2003. (Y)

When one of Mattie’s friends asks her to burn letters for her, she had no idea they would be the key to unlocking the mystery of her friend’s death.

Elliot, Jessie.

Girls Dinner Club. HarperCollins, 2005. (Y+)

Three friends come together to eat, gossip, and talk about their lives.

Fatsis, Stefan.

Word Freak: Heartbreak, Triumph, Genius, and Obsession in the World of Competitive Scrabble Players. Penguin, 2002. (Y+)

Sports journalist, Stefan Fatsis, spent a year delving into the world of professional Scrabble competitions and this book is an account of his journey. It includes a history of Scrabble, profiles of prominent players, and Fatsis’ progression through the competitions.

Ferllini, Roxana.

Silent Witness: How Forensic Anthropology Is Used to Solve the World's Toughest Crimes. Firefly, 2002. (Y+)

Examines evidence through several forensic science approaches such as pathology, entomology, and botany to show how crimes were solved.

Fiske, Brian D.

BMX History. Capstone, 2004. (Y)

Discover the origins of BMX sports, bikes, and the people who made it all possible.

Forde, Catherine.

Fat Boy Swim. Delacorte, 2004. (Y)

Overweight Jimmy has a secret: he is a culinary genius. When his coach G.I. Joe finds out, he recruits Jimmy to cook for a fundraiser and in return coaches Jimmy in swimming. As a result, Jimmy gains confidence and learns to face his fears.

Fox, Annie.

Too Stressed to Think? A Teen Guide to Staying Sane When Life Makes You Crazy. Free Spirit, 2005. (Y)

Explores stress in the life of today’s teens, especially how it affects the brain and body in the decision-making process.

Fredericks, Mariah.

Head Games. Simon Pulse, 2004. (Y)

This is a young adult novel about teens meeting in an online role-playing game and then finding out that they know each other in real life.

Fredericks, Mariah.

Head Games. Simon and Schuster, 2004. (Y)

Fredericks ' novel about a teen obsessed with an online role-playing game realistically explores themes of finding oneself, trying to fit in, and resisting labels.

Freymann-Weyr, Garret.

The Kings Are Already Here. Puffin, 2004. (Y)

Two teens, one obsessed with ballet, one with chess, begin a quest across Europe to find the legendary chess grandmaster Stas Vlajnik. Along the way they discover about themselves, their obsessions, and other people.

Gifford, Clive.

Snowboarding. DK, 2007. (Y)

This is an instructional manual on how to snowboard, complete with diagrams.

Goldman, E. M.

The Night Room. Viking, 1995. (Y)

Selected to participate in an experimental computer program that simulates their tenth high school reunion, a group of diverse teens get an unsettling look at their possible futures.

Gomberg, Karen Cornell.

Books Appeal: Get Teenagers into the School Library. McFarland, 987. (L)

This book offers programming ideas that can be adapted in a public library setting to increase library usage and encourage reading among teens.

Gorman, Carol.

Games. HarperCollins, 2007. (Y)

After two middle schoolers come to blows, their new principle forces them to play board games together for an hour and a half each day until they can learn to get along. Told in alternating voices, the novel first takes a bad turn as the boys’ battle goes beyond games to involve acts of vandalism and theft. In the end the two boys realize they have more in common than they thought.

Green, John.

An Abundance of Katherines. Dutton, 2006. (Y+)

In this 2007 Printz Honor Book, Colin attempts to design a mathematical theory of love to predict the duration of a dating relationship after her is dumped for the nineteenth time by a girl with the name of Katherine.

Guinness World Records. Guinness, 2006. (Y)

Released annually, this book is an excellent source for trivia questions that teens will enjoy browsing. Also available online at .

Gygax, Gary.

Advanced D&D Adventure Games: Dungeon Masters Guide. TSR Hobbies, 1979. (OP) (Y)

This guide allows Dungeon Masters to function as a referee and a narrator and provides options for what he can do.

Haddon, Mark.

The Curious Incident of the Dog in the Night-time. Doubleday, 2003. (Y+)

Christopher, a mathematically gifted, autistic fifteen-year-old boy, investigates the killing of his neighbor's dog and discovers hidden information about his mom.

Hartas, Leo.

Game Art: The Graphic Art of Computer Games. Watson-Guptill, 2003. (Y+)

More than 500 color illustrations of computer game graphic art are included in this book, as well as interviews with game artist, programmers, and computer experts.

Herz, J. C.

Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Little, Brown, 1997. (Y+)

Offering both a history of video games and a thoughtful discussion of the controversies surrounding them, Herz explores what has kept us glued to screens and joysticks for decades.

Hickam, Homer H.

Rocket Boys: A Memoir. Delacorte, 1998. (Y+)

The story of a teenage boy who dedicates his intellect to the study and building of homemade rockets and one day has a distinguished NASA career.

Hocking, Justin.

Rippin’ Ramps. Rosen, 2005. (Y)

A guide for skateboarders on riding half-pipes, including tricks and tips for beginning and advance skateboarders.

Hofer, Margaret.

The Games We Played: The Golden Age of Board and Table Game. Princeton Architectural Press, 2003. (Y+)

This illustrated history of late 19th-century and early 20th-century games in the collection of the New York Historical Society provides incite into the social history of the era.

Honnold, Rosemary.

101+ Teen Programs that Work. Neal- Schuman, 2002. (L)

This book features affordable, successful programs that can jumpstart a library’s YA services. The chapter on independent programs and contests includes information on matching games, trivia games, guessing games, book-related games, and word games, while the chapter on game programs features a section on board games.

Horowitz, Anthony.

Stormbreaker. Puffin, 2004. (Y)

In this title in the Alex Rider series, fourteen-year-old Alex Rider is coerced to continue his uncle's dangerous spy work for Britain's intelligence agency, MI6, after the death of his guardian and uncle.

Horowitz, Anthony.

Eagle Strike. Philomel, 2004. (Y)

Teenage spy Alex Rider spots nemesis Yassen Gregorovich again and investigates a diabolical scheme involving a new video game.

Horton, Ron.

Awesome Athletes. Lucent, 2003. (Y)

This book profiles six athletes in various extreme sports.

Hoye, Jacob.

Boards: The Art and Design of the Skateboard. Universe, 2003. (Y)

This art book contains famous skateboard artists, their influences, and their work.

Jacobs, Thomas A.

They Broke the Law, You Be the Judge: True Cases of Teen Crime. Free Spirit, 2003. (Y)

This book includes twenty-one cases of teen crime including all aspects of the court case. It asks the reader to determine what sentence should be imposed before divulging the judge’s actual sentence.

Johnson, Spencer.

Board Games Around the World. Evan-Moor, 1996. (P)

Created for teachers, this books is about games from around the world. It includes background on 13 different games, directions for playing, and examples of the game boards.

Johnson, Wayne L.

Summer Reading Program Fun: 10 Thrilling, Inspiring, Wacky Board Games. ALA, 1999. (L)

Johnson’s book includes 10 games created by her husband that can easily be incorporated into a library program. She includes background on running game programs, as well as clear instructions and ready to use graphics for the games.

Kent, Steven L.

The Ultimate History of Video Games: From Pong to Pokemon-The Story Behind the Craze That Touched Our Lives and Changed the World. Crown, 2001. (Y+)

Written from the perspective of a technology journalist and self-professed video game geek, this book explores the technological advances of video games, the corporate powers behind them, and various anecdotes about our favorite games.

King, Daniel.

Games: Learn to Play, Play to Win. Kingfisher, 2003. (Y)

King’s book introduces readers to various board and card games and gives historical information on the 14 games included. This visually appealing book is good read for beginners or seasoned players.

Klein, Shelley.

Frankly, My Dear: Quips and Quotes from Hollywood. Barron’s Educational Series, 2006. (Y)

This book includes a few photographs and well-known quotes from classic movies. Many quotes are by actors and actresses and involve Hollywood, but they are not quotes most people will recognize.

Knaak, Richard A.

WarCraft The Sunwell Trilogy: Volume 1: Dragon Hunt. Tokyopop, 2005. (Y)

WarCraft The Sunwell Trilogy: volume 2: Shadows of Ice. Tokyopop, 2006. (Y)

These are the first two volumes of a graphic novel trilogy set in the World of Warcraft. The author is a well-known fantasy author who also wrote the Dragonrealm series, some Dragonlance books, and some World of Warcraft novels. Illustrated by Jae-Hwan Kim.

Krakauer, Jon.

Into the Wild. Anchor, 1997. (Y+)

The story of Chris McCandless who embarked on a journey that took him through the wilds of America, Mexico, and Canada. He ended the adventure hiking through Alaska, only to die in the wild.

Krizmanic, Judy.

The Teen’s Vegetarian Cookbook. Viking, 1999. (Y)

Includes recipes, information, and helpful hints on healthy vegetarian eating.

Lowry, Lois.

Your Move, J. P. Houghton, Mifflin, 1990. (Y)

In this third book in the series, J. P. keeps his chess champion status and falls in love. He will go to any lengths for Angela, the classmate he falls for, even telling a lie that takes on a life of its own. When his friend Hope helps him out of pinch, he realizes that the person he really loved was right in front of his face the entire time.

McDonald, Janet.

Spellbound. Puffin, 2003. (Y)

Raven’s future starts to look promising as she focuses on studying for a spelling bee that could lead to a four-year scholarship.

Mezrich, Ben.

Bringing Down the House: The Inside Story of Six M.I.T. Students Who

Took Vegas for Millions. Free Press, 2002. (Y+)

A chronicle of the journey of an exclusive group of audacious MIT university math geniuses who legally took Las Vegas casinos for over three million dollars.

Morehead, Geoffrey Mott-Smith, and Philip D. Morehead.

Hoyle's Rules of Games: Descriptions of Indoor Games of Skill and Chance. Signet, 2001. (Y+)

This book with the official rules of more than 250 games is considered the definitive collection.

Morganroth, Kate.

Jude. Simon and Schuster, 2004. (Y)

Jude pled guilty to a crime he did not commit to save his mother’s reputation. Will he be able to survive prison?

Mulay, James J., ed.

The Horror Film: A Guide to More than 700 Films on Videocassette. CineBooks, 1989. (Y)

This book includes ratings, credits, summaries, and trivia about many horror movies from 1920 through 1988. Many of the films are classics or cult classics, and teens will still be familiar with them. A useful volume for developing trivia questions.

Nanda, Jai.

I Know What You Quoted Last Summer: Quotes and Trivia from the Most Memorable Contemporary Movies. St. Martin’s Griffin, 2003. (Y)

This book includes some sections specifically devoted to quotes, arranged in chapters by degree of difficulty. It also includes some trivia questions devoted to specific actors and some devoted to specific movies. Librarians should select appropriate questions for teen trivia as some of the questions and answers include profanity.

Nelson, Blake.

Paranoid Park. Viking, 2006. (Y)

When skateboarder falls into the wrong crowd and inadvertently commits an accidental homicide, he doesn’t know where to turn.

Newquist, H.P.

The Great Brain Book: An Inside Look at The Inside Of Your Head. Scholastic, 2004. (Y)

Explore the structure and inner workings of the human brain.

Orbanes, Philip E.

The Game Makers: The Story of Parker Brothers from Tiddledy Winks to Trivial Pursuit. Harvard Business School, 2003. (Y+)

A fascinating history of the pop-culture icons, the Parker brothers, including their creation of the Parker Brothers company, their early game successes, and various interesting and little known facts about their contributions to the gaming business.

Osterweil, Adam.

The Amulet of Komondor. Boyds Mills, 2003. (Y)

Middle school sweethearts Joe and Katie are thrilled when they find a computer game based on the card game they both love playing. However, when they begin playing the computer game they are transported into the world of Komondor, transformed into Japanimation characters, and discover that must fulfill the ancient prophecy and piece together the five scattered pieces of an amulet to get back to their real lives.

Pardew, Les.

Game Design for Teen. Course Technology, 2004. (Y)

This book guides people with brilliant game ideas to identify and develop the skills necessary to turn them into actual games. It provides real world examples and expertise of experienced industry professionals.

Patterson, James.

Maximum Ride: The Angel Experiment. Little, Brown, 2005. (Y)

A group of teens escapes a lab where they have been bred to be 98% human and 2% bird. This series has high-flying suspense and adventure as the teens try to outrun the people who have kept them hostage.

Paulsen, Gary.

How Angel Peterson Got His Name. Yearling, 2004. (Y)

This book offers a collection of short stories based on Gary Paulsen’s life experiences.

Paulsen, Gary.

Rodomonte’s Revenge. Demco, 1994. (Y)

In this second book of the World of Adventure series, best friends Brett and Tom fall in love with a new virtual reality game until the computer infiltrates their minds and danger ensues.

Peary, Danny.

Cult Movies 3. Simon & Schuster, 1988. (Y)

Some of the cult movies in this book are well known, such as The Cabinet of Dr. Caligari (1919), but today’s teens will be completely unfamiliar with some of the titles. A few pages of information and photographs are included for each of the movies. Librarians may create trivia questions based on the information included after evaluating which films are appropriate to discuss with teens.

Pfetzer, Mark and Jack Galvin.

Within Reach: My Everest Story. Puffin, 2000. (Y)

This is an account of a climb on Mount Everest by the person who attempted it.

Pickard, Roy.

Who Played Who on the Screen. Hippocrene, 1989. (Y)

This book is organized by names of movie characters. Screen credits are included, as are several photographs. Several classics are included, but some recent actors are excluded due to the publication date. Material from this book could be used to test knowledge of trivia about classics. It may be desirable to find additional information for questions about more recent movies and actors.

Plunkett-Powell, Karen.

The Nancy Drew Scrapbook: Sixty Years of America's Favorite Teenage Sleuth. St. Martin’s, 1993. (Y)

This book gives the reader the inside scoop on America's favorite teenage sleuth.

Rainis, Kenneth G.

Blood and DNA Evidence: Crime-Solving Science Experiments. Enslow, 2006. (Y)

Teen readers are encouraged to reopen cases of the past and present in an attempt to complete scientific experiments that emulate the solution to the actual murders.

Raskin, Ellen.

The Westing Game. Dutton, 1978. (Y)

Several people have moved into a new apartment building and they all have one thing in common, Mr. Westing. Who will be able to solve his murder and win his money?

Rosenburg, Aaron.

A Beginners Guide to Very Cool Skateboarding Tricks. Rosen, 2002. (Y)

Tips and tricks for those interested in learning to use a skateboard.

Schlosser, Eric.

Chew On This: Everything You Don't Want to Know About Fast Food. Houghton Mifflin, 2006. (Y)

Reveals an insightful look into the fast food industry and its efforts to appeal to young people’s appetites.

Scott, Michael.

Gemini Game. Holiday House, 1994. (Y)

In this futuristic story, twins Liz and BJ O'Connor are the founders and owners of the Gemini Corporation, a cutting-edge virtual-reality game manufacturer. When players of one of their computer games fall into comas, however, they must enter the life-threatening game to discover the saboteurs and to isolate the virus that is making the game dangerous.

Segaloff, Nan.

The Everything TV and Movie Trivia Mini Book. Adams Media, 2001. (Y)

This tiny book is a convenient size to use during a trivia program. Some of the trivia activities include matching characters with their movies, famous quotes with actors or actresses, television shows with their spin-offs, and slogans used to advertise particular movies.

Seidler, Tor.

Brainboy and the Deathmaster. HarperCollins, 2003. (Y)

A group of brainy children reside at an orphanage funded by Keith Masterly, founder of the world's largest computer empire. When Masterly discovers that Darryl can play the intricate video game, Stargate, very well, he is suddenly adopted by Masterly himself. It doesn’t take long for Darryl and his friends to discover Masterly’s sinister plans.

Sellers, John.

Arcade Fever: The Fan's Guide to the Golden Age of Video Games. Running Press, 2001. (Y+)

This illustrated history of video games includes background for over 50 all-time favorite games.

Shaw, Tucker.

Flavor of the Week. Hyperion, 2003. (Y)

Cyril finds himself in the middle of a love triangle when his best friend passes off his culinary creations as his own and wins over Cyril’s crush, Rose.

Sievert, Terri.

Paintball. Capstone, 2005. (Y)

This book takes an in-depth look at the sport of paintball, the gear and equipment needed, and strategies players may use during the game.

Simmons, Michael.

Finding Lubchenko. Razorbill, 2006. (Y)

When Evan’s father is accused of murderm he has to solve the crime or risk exposing his own illegal business ventures.

Simons, Rikki.

Reality Check! Tokyopop, 2003. (Y)

Tenth-grader Collin Meeks spends his free time roaming around the Virtual Internet System with the help of his True Virtual Reality helmet. When his cat puts on the helmet, she assumes the identity of a cute teenage girl wrecking havoc in Collin's virtual world.

Slavicsek, Bill, Andy Collins, and Jo Wiker.

Star Wars Role-playing Game Core Rulebook. Wizards of the Coast, 2007. (Y)

This rulebook provides information about a role-playing game set in the Star Wars universe. While some teens enjoy role-playing in medieval settings, others prefer outer space and the future. This book will make Star Wars worlds available for game play.

Sleator, William.

Interstellar Pig. Puffin, 1995. (Y)

Barney is dreading another boring summer at his parents’ summerhouse until he meets his three new neighbors and everything changes. The three quirky neighbors introduce him to a strange role-playing game called Interstellar Pig. Barney is sucked into the game and becomes more and more addicted until he begins to wonder if Interstellar Pig is really just a game, and where exactly his new neighbors are from.

Sleator, William.

Parasite Pig. Dutton, 2004. (Y)

In this sequel to Interstellar Pig, we pick up with Barney’s story the following summer as he returns to his parents’ summerhouse. He spends his days playing Interstellar Pig with his friends Katie and Matt, just the regular simple board game this time. Or so he thinks, until a mysterious new player turns out to be an alien. Matt and the new player kidnap Barney and Katie, taking them to the planet J’Koot where Katie and Barney have to discover how to escape before it is too late.

Sobel, Dava.

Longitude: The True Story of a Lone Genius Who Solved the Greatest Scientific Problem of His Time. Penguin, 1996. (Y+)

John Harrison, with little formal education, tackled the challenge of celestial navigation and discovered a solution that evaded the scientific and academic establishment, the chronometer, a mechanical device that accurately determines longitude.

Sorensen, Lita.

Tony Hawk and His Team: Skateboarding Superstars. Rosen, 2005. (Y)

This is a biography of pro-skater Tony Hawk and his rise to fame.

Sorrells, Walter.

Fake ID. Dutton, 2005. (Y)

Chastity’s mother has disappeared and her car is found abandoned and filled with fake IDs. Who is her mother and how will she find her?

Stanley, John.

Revenge of the Creature Features Movie Guide (Third Revised and Updated Edition), or An A to Z Encyclopedia to the Cinema of the Fantastic, or, Is There a Mad Doctor in the House? Creatures at Large, 1988. (Y)

The synopsis of fantasy and horror movies in this book may be used to develop questions for a trivia game. Illustrations and photos may be used to determine who is able to quickly identify the movie and/or actor.

Stern, Sam.

Cooking Up a Storm: The Teen Survival Cookbook. Candlewick, 2006. (Y)

A cookbook that is just for guys, which includes topics such as “Impress the Girls”.

Sullivan, Michael.

Connecting Boys with Books: What Libraries Can Do. ALA, 2003. (L)

Sullivan’s book examines why pre-adolescent boys do not read and attend library programs and offers program suggestions for that will engage boys. Chapter 5 examines chess and games programs, as well as the challenges of serving boys of this age.

Stuple, Stuart J., Bjoern-Erik Hartsfvang and Adam Griffith.

GURPS For Dummies. For Dummies, 2006. (Y)

GURPS For Dummies explains the Generic Universal Role Playing System, commonly known as GURPS. The book is clearly written and contains extensive information on magic, powers, technology, characters, and game play. A succinct three-panel, double-sided pullout cheat sheet helps players create characters and succeed in game play.

Takeda, Pete.

Climb! Your Guide to Bouldering, Sport Climbing, Trad Climbing, Ice Climbing, Alpinism and More. National Geographic, 2002. (Y)

A climbing professional takes a look at this extreme sport.

Tangherlini, Arne.

Leo@. Leapfrog, 1999. (Y)

Leonora, a sassy but lonely teenager, spends most of her time role-playing as the warrior Fergus in a virtual reality program. As she delves deeper and deeper, searching for a boy she likes who has disappeared, Leonora confronts many mythical creatures, but her most challenging confrontation is with herself.

Tashjian, Janet.

Multiple Choice. Scholastic, 2001. (Y)

Monica, a fourteen-year-old word game and anagram expert, attempts to escape the rigid rules in her life by creating a game for living called “Multiple Choice.”

Tomlinson, Joe.

Extreme Sports: In Search of the Ultimate Thrill. Smithmark, 1996. (Y)

Activities such as sky flying, caving, and diving are included in this book of extreme sports.

Tweet, Jonathan, Monte Cook, and Skip Williams.

Dungeons & Dragons: Player’s Handbook (Core Rulebook I, V. 3.5). Wizards of the Coast, 2003. (Y)

This rulebook, which is valuable for new players, provides guidelines for Dungeons & Dragons. It provides additional information not found in the Dungeon Master’s guide.

Vande Velde, Vivian.

User Unfriendly. Magic Carpet, 2001. (Y)

After pirating an interactive video game that plugs right into the players' brains, Arvin Rizalli, his mother, and six of his friends are thrown into the first stage of a fantasy role-playing game in which they must complete the quests in order to return to reality.

Vande Velde, Vivian.

Heir Apparent. Magic Carpet, 2004. (Y)

While playing Heir Apparent at a local virtual reality arcade, Giannine Bellisario finds herself in real trouble when a man enters her virtual world claiming that protestors have tampered with the game she is playing. She must quickly and successfully complete the game to get out of it alive.

Various authors.

DragonLance series. Wizards of the Coast, (1997-current), TSR (pre-1997). Various years. (Y)

There are several fantasy authors who have written DragonLance novels, which are set in Dungeons & Dragons. Authors include Margaret Weis, Tracey Hicks, and Richard A. Knaak.

Various authors.

Forgotten Realms series. Wizards of the Coast, (1997-current), TSR (pre-1997). Various years. (Y)

There are at least three fantasy authors who have written Forgotten Realms novels, which are set in Dungeons & Dragons. Authors include R. A. Salvatore, Ed Greenwood, and Elaine Cunningham.

Wecht, Cyril H., editor.

Crime Scene Investigation: Crack the Case with Real-Life Experts. Reader’s Digest, 2004. (Y)

Professional crime scene investigators reveal how to scan for traces of blood, procedures for storing evidence, and more.

Weil, Ann.

Aggressive Inline Skating. Edge, 2004. (Y)

This book provides an informative look at the sport of inline skating and the professionals who participate in it.

Weinreb, Michael.

The Kings of New York: A Year Among the Geeks, Oddballs, and Geniuses Who Make Up America's Top High School Chess Team. Gotham, 2007. (Y+)

After following the Brooklyn's Edward R. Murrow High School chess team for a year as it competed for a national championship, Weinreb reports on the eclectic group of students on the team and a few outside characters, while also exploring the modern chess world.

Werlin, Nancy.

Locked Inside. Delacorte, 2000. (Y)

Addicted to the game Paliopolis, sixteen-year-old Marnie Skyedottir plays to escape her real life where she’s flunking out of boarding school. Her mother is dead, and she’s being cheated out of her inheritance. When a crazed fan of her late mother’s kidnaps Marnie, one of her gaming friends comes to the rescue.

West, Tracey.

RuneScape: The Official Handbook. Scholastic, 2007. (Y)

This book provides guidelines for a free, online role-playing game called RuneScape. It is intended for a slightly younger middle school crowd than most role-playing games listed in the RPG Quest chapter.

Westwood, Chris.

Virtual World. Viking, 1997. (Y)

Fourteen-year-old Jack North, computer junky and gamer, is sucked into a very realistic and powerful virtual reality game. He feels himself being drawn into the game, and when his session ends, he seems to be bringing little parts of the virtual world back with him. When kids around the world begin to disappear, Jack wonders if they’ve become trapped in the game and if he’s next.

Williams, Skip, Jonathan Tweet, and Monte Cook.

Dungeons & Dragons: Dungeon Master’s Guide (Core Rulebook II, v. 3.5). Wizards of the Coast, 2003. (Y)

This guidebook is for the Dungeon Master who runs the latest version of Dungeons & Dragons games and should be provided when the latest version will be played.

Wilson, Robin J.

How to Solve Sudoku: A Step-by-Step Guide. Infinite Ideas, 2005. (Y+)

Mathematician Robin Wilson gives a step-by-step guide to unraveling the logic behind solving Sudoku puzzles.

Winchester, Simon.

The Professor and the Madman: A Tale of Murder, Insanity, and the Making of the Oxford English Dictionary. HarperCollins, 1998. (Y+)

Discover the back-story of the two men involved in the creation of the Oxford English Dictionary, Professor James Murray, its editor, and Dr. William Chester Minor, a certified madman.

Wrede, Patricia C. and Caroline Stevermer.

Sorcery and Cecelia, or The Enchanted Chocolate Pot. Harcourt, 2003. (Y).

Two cousins write letters to each other about their entanglements in magic, enchantment, and sorcery in 19th century England.

Zusak, Marcus.

I Am the Messenger. Knopf Books for Young Readers, 2005. (Y+)

Join nineteen-year-old cab driver Ed Kennedy on a cryptic journey of coded messages that direct him to addresses where people need his help. A 2006 Printz Honor Book.

Videos/DVDs/Films

Akeelah and the Bee. Lions Gate, 2006. (112 minutes) (Y)

Follow eleven year-old Akeelah Anderson of South Los Angeles as she tries to make it to the National Spelling Bee.

All My Crazy Friends. Woodheaven, 2000. (105 minutes) (Y)

An action-filled, sometimes funny, behind the scenes look at X-Treme sports performed on and above the water, including jet skiing, wakeboarding, powerboat jumping, and more.

Bill Nye the Science Guy: Forensics. Disney, 2004. (26 minutes) (Y)

Explains how detectives use bloodhounds, fingerprints, DNA, and more.

Bugs for Breakfast. Learning Seed, 2004. (19 minutes) (Y+)

This food and nutrition class looks at the multicultural eating habits in our society.

Dick Tracy. Mulholland, 1990. (103 minutes) (Y+)

Dick Tracy finds himself battling several villains in this adaptation of the popular comic book series.

October Sky. Universal Studios, 1999. (108 minutes) (Y)

A movie based on a true story about a teenage boy who grows up in a coal town in West Virginia in the 1950’s and dreams of building rockets.

Spellbound. Columbia TriStar, 2004. (97 minutes) (Y)

A documentary about the lives of eight ordinary teenage Americans who aspire to win the 1999 National Spelling Bee in Washington, D.C.

Supersize Me. Columbia Tristar, 2004. (96 minutes) (Y+)

Embark on a journey with Morgan Spurlock as he attempts to eat only food from McDonalds over a 30-day period of time.

Vegetarian Cooking with Compassionate Cooks. Funky Tiki, 2004. (70 minutes) (Y+)

A program that presents six dishes and nutritional information on cooking vegetarian meals.

The Last Mimzy. New Line Cinema, 2007. (90 minutes) (I-Y)

Two children start to develop special talents after they find a mysterious box of toys.

1 Americans for Libraries Council. Long Overdue: A Fresh Look at Public and Leadership Attitudes About Libraries in the 21st Century prepared by Public Agenda. Conducted and funded with support from the Bill and Melinda Gates Foundation.

................
................

In order to avoid copyright disputes, this page is only a partial summary.

Google Online Preview   Download