Reaching Out to an Underserved Population:
Reaching Out to an Underserved Population: The Mulberry Township Public Library Gaming InitiativeMegan O’KarmaINFO 520Grant ProposalMarch 8, 2009EXECUTIVE SUMMARYThe Mulberry Public Library proposes to implement a gaming program for the purpose of targeting teen males, in particular those from poor minority neighborhoods, in order to increase their attendance at the library. Gaming in libraries is a recent trend that has grown enormously popular and is now a standard service throughout public libraries, school libraries and media centers, and academic libraries across the United States. Scholarly research in library and information science, information systems, and education has shown that people of all ages (yes, even elderly) have become regular gamers at libraries. Surprising to some, extensive empirical research has also shown that the majority of video games on the market double as legitimate learning tools in several crucial areas including literacy, information technology, and social skills (Levine, 2006, 2008; Neilburger, 2007; Martin & Ewing, 2008; Nicholson, 2008; Spiegelman & Glass, 2008). We believe that the introduction of gaming to the Mulberry Public Library will have a twofold benefit: (1) attracting a notoriously hard-to-reach population and (2) staying relevant to young people by boasting the latest in library technologies and information literacy tools. To pilot this program, our library is looking to garner funding for a one year project (fiscal year July 1, 2009 – June 30, 2010) in the amount of $7500. SETTINGCommunity & MissionThe Mulberry Public Library (MBPL) in Mulberry Township, Pennsylvania is located just outside Philadelphia city limits. Despite bordering a major U.S. city, the township boasts its own increasingly bustling downtown area at the heart of which the MBPL resides. The MBPL is unique in that it is equidistant from two socio-economically divergent neighborhoods, and from both it is accessible on foot (~15 minute walk) or via public transportation or car (~4 minute ride). As a result the clientele is fairly diverse and includes people of wide-ranging ages, races, backgrounds, and interests. In addition to standard borrowing and copying services, social groups (e.g. book club, writers group, chess club, knitting circle, movie club, bingo), computer literacy and ESL classes, local art exhibitions and special guest lectures are among the array of activities and services the MBPL offers. All of these happenings are free and open to the public as advertised on the library’s website and in its monthly newsletter. As summed up in the Mulberry Public Library Mission Statement:Founded in 1962, the Mulberry Public Library serves and is served by the Mulberry Township community, and offers extensive resources, activities, and events as diverse as the people who reside here. We continue to expand and adapt with the goal of keeping our patrons abreast of current technologies while safeguarding our reverence for the written word. We represent and aim to enrich the intellectual and cultural lives of every member of Mulberry Township and our neighboringfriends and family, regardless of age, race, creed, or class.Given all of the above, the MBPL is very pleased with its consistent patronage and the array of services and programs it offers. However, there is one group that we have thus far failed to reach: teenage males, especially those of color. Rarely can a member of this decidedly niche “market” be found under our roof, with one glaring exception: to borrow video games. Library FacilitiesIn its 47th year of service, the MBPL is a 3 floor brick facility built on land donated by the late philanthropists Bernard and Margaret Forde, whose lineage has resided in the township for the better part of the twentieth century (and into the twenty-first). Subsequent to its construction, the Fordes–with help from their extended family and friends, and business partners–established the Friends of the Mulberry Public Library whose donations, in addition to local government and grant funds, have been responsible for the financial maintenance of the MBPL. A 200-person capacity auditorium was added to the building in 1980. The library houses approximately 45,000 titles, a third of which comprise the children and young adult collection. Hundreds of periodical titles are regularly circulated (with several now available digitally via the MBPL website). Thousands of non-print materials such as music and audio book CDs, DVD and VHS movies, and popular video game titles are also free for borrowing. A modest but expanding database of electronic books is also offered online. All these materials are shelved age-appropriately with literature and academic holdings on the first floor, children and young adult materials on the second. The Children and Young Adult Library comprises ? of the second floor while the remainder of the floor is devoted to two 20-seat capacity rooms used for a variety of activities such as children’s playtime and story time groups, staff meetings, and some of the aforementioned social activities (note: an elevator is available for elderly and disabled). They are conference room style but can easily be rearranged as needed. The computer lab is located on the first floor and features 8 internet-wired PC stations and two printers that require a small per-page fee. The basement floor is split into print and microfilm archives, a 3-station microfilm viewing corridor, three staff offices, and a large reading room for patron use.Library StaffThe MBPL’s staff includes the following full-time employees: library director/head librarian, four associate librarians, four library assistants, one information technology specialist, three circulation/shelving clerks, a receptionist, an administrative assistant, a courier, a groundskeeper/maintenance man, and a security guard. In addition, the MBPL has on hand a regular group of volunteers who work alongside the staff (about four “regulars” and approximately six more who come in on a part-time as-needed basis). Of note, two of the full-time librarians on staff (Melanie Brodsky and Tanya Bermudez) are fluent in Spanish, which is enormously helpful when serving patrons from the Latino community. A third (Beth Willis) holds a Bachelor of Arts in Computer Science (in addition to an MLIS degree which all five of the librarians on staff have earned), and her duties include technical support and managing the library’s website; she is also an avid player of video games or a “gamer” as is the popular terminology. Another associate librarian (Dan Hill) and the info tech specialist (Bryan Shore) are also regular gamers. As it pertains to this proposal’s target demographic, it should be noted that Mr. Shore is of African American descent. Less visible but no less important are the Research and Development Director and his assistant, both of whom work out of an office building next door to the MBPL, and the Board of Trustees who include 10 prominent local professionals (3 of whom represent the minority community) who devote several hours of their free time to MBPL interests and meet formally every 6 weeks.STATEMENT OF NEEDA wealth of literature documenting the benefits of gaming in libraries can be found in academic journals, magazines textbooks, and websites devoted to the topic (see reference list). Most argue for, or defend the merits of, library gaming, and several offer specific strategies, tips, and resources for library professionals who need guidance on implementing library gaming (Levine, 2006; Neilburger, 2007; Scalzo, 2007; Raroo, 2008; Alexander, 2008; Kilpatrick, 2008). Nearly all of them refer to the fact that gaming in libraries draws teen males, a group traditionally underrepresented amongst library patronage (Schiesel 2008; Levine, 2006; Czarnecki, 2007; Scalzo 2007; Raroo 2008; Alexander 2008; Gutsche, 2008). Furthermore, case studies of gaming being offered in ethnically diverse community library settings have been published. These studies point out that teenage males of color are notably present at gaming functions (Levine, 2006; Gutsche, 2008; Schiesel, 2008). One case reported that an astonishingly high number of these new patrons had never stepped foot in their local libraries until gaming was offered (Levine, 2006). On a less formal note, it is not uncommon to overhear professionals at the Public Library Association’s annual meeting admit that they have all but given up on trying to entice what they consider to be disaffected, hormone-driven youth, many of whom increasingly suffer from Attention Deficit Disorder (ADD) or Attention Deficit Hyperactivity Disorder (ADHD) and aren’t necessarily treated for it. In addition to these more modern afflictions, public school systems continue to lose the battle at raising tests scores and increasing the graduation rate, especially among poor and working-class minority students. The Mulberry Township junior and senior high schools are no exception. It comes as no surprise, then, that the MBPL’s attempts to draw in this group of teens as regular users as opposed to mere game borrowers have thus far been unsuccessful. Largely spearheaded by the three aforementioned personnel who are themselves gamers, the MBPL intends to utilize gaming as a means to put a dent in these patterns of failure, patterns that the library staff firmly believes are not inevitable.PROPOSED PROGRAMA few feet away, Carlos Rivera, 16, said he helped organize the regular Friday afternoon games sessions at the Jefferson Market Library branch in Greenwich Village. “I thought a library was just for books, just for studying, just for a lot of thing I don’t normally do,” he said. “But when I found out the library was starting to have games it was great, because it’s really good to hear that the library is paying more attention to the youth and what we’re into.” (Schiesel, 2008)LogisticsThe Mulberry Public Library proposes to add gaming to their current program of services by way of establishing after-school gaming hours for children ages 10-18, as well as a bi-monthly gaming tournament (6 per year). While open to all youths, the MBPL will require that participants sign up for a free library card if they don‘t already have one; the user’s date of birth, social security number, sex, and race/ethnicity (which is optional for legal reasons) are among the fields on the card application. Additionally, participants must sign up for gaming hours, either at the library during regular hours or online on a first-come first-serve basis, and at least 24 hours prior to the game session. Depending on the number of users who sign up, multiple players will be assigned to the same game and will compete against or alongside each other. The point of mandatory signups would be to track usage, ensuring two things: 1) each player is limited to 2 hours per week of play (tournaments excluded) so that as many potential users as possible have an opportunity to play, and 2) excess time spent on gaming (at the library) cannot be easily blamed for a lack of attention on the gamer’s part to studies, work, or other extra-curricular activities. Tournaments will require signing up as well as turning in signed permission slips from a parent or guardian. AdvertisementHoping to start off strong, we will kick off the program with a Saturday tournament and advertise by way of announcements on MBPL’s and local schools’ bulletin boards (real and virtual), fliers through the mail, and color posters advertised at businesses that have agreed to sponsor the tournaments by donating prizes and food should we receive program funding: The Game Emporium, Media Madness, and Mario & Luigi’s Pizzeria. Beth Willis will maintain a blog linked on the MBPL Young Adult Portal to post highlights and photos from the tournaments. Notices for the regular gaming schedule will be posted within and alongside the tournament announcements and will continue to be advertised on a regular schedule for the duration of the project.EquipmentEquipment as further detailed in the budget includes monitors, game consoles and games, strategy literature, and related equipment to create the gaming space. The setup will have its home in the sound-proofed Conference Room B which the Board and senior staff have agreed to dedicate entirely to the gaming program. The room is already equipped with a large conference table and chairs. Meanwhile, tournaments will be held in the Benjamin Franklin Auditorium which is already well equipped with LCD projectors and screens. SPSS statistical software will aid in the gaming data analysis. All key personnel have the latest version of this software installed on their computers, as the MBPL holds a volume license agreement with the manufacturers of SPSS.Key PersonnelMs. Willis, Mr. Hill and Mr. Shore are the primary brainchildren behind the MBPL gaming initiative, and they presented their ideas and plans to the head librarian, Diane Rae, and to the Board of Trustees at one of the Board’s regular meetings. Mrs. Rae and 8 of the 10 Board members were very receptive and encouraging. The support Mrs. Rae and the Board can offer, however, is not financial in nature. Therefore, the aforementioned “game gurus” on the MBPL staff have committed (in writing – see appendix) to working extra hours without compensation and soliciting the help of volunteers in order to see this through for the proposed project year. A freelance information systems professional will be hired to build the game system and will be paid a flat, one-time fee. Bryan Shore will assist with the setup as needed. Once the system is built and tested, and advertisements for gaming events and hours widely circulated, the program will “go live” with Tournament I to be immediately followed by the initiation of the weekly open gaming schedule. Three after school gaming sessions will be held: Mondays, Wednesdays and Fridays from 3:30-8:30PM. The breakdown of duties would be as follows: Beth Willis will extend her regular 9-5 Monday shift by 3.5 hours in order to oversee the gaming session (this includes game-specific setup, technical, and strategy support, and general assistance for the gamers); Bryan Shore will oversee the Wednesday session, and Dan Hill will oversee Friday’s session. They can swap days or hours as necessary when schedule conflicts arise. Technically adept volunteers will be solicited to assist the staff person on gaming duty for all or part of each shift. As for tournaments, all three key personnel will be present to manage and direct the various events and will solicit enough volunteers to ensure that there are at least three on hand at any given time (parents/guardians of gamers will encouraged to volunteer). Volunteers, besides contributing general assistance to the gamers and the directors, will be crucial for pre-event preparation and post-event cleanup, as well as manning the refreshment table and keeping water well stocked for the contestants. Data AnalysisThe primary tool for evaluating the success of this project will be tracking participant turnout for gaming events, which can be analyzed by signups and corresponding entrance security swipes on library cards, i.e. to ensure that the children and teens signing up are actually showing up. Because signups and swipes record the each gamer’s member number, the data can also be analyzed demographically because the information taken from each card application is recorded into a member database. (Ms. Willis, Mr. Hill and Mr. Shore are considered senior staff and as such, all have access to this database.) To reiterate an important detail noted earlier, filling in the ‘race/ethnicity’ field on one’s member application is optional, however, the current statistical breakdown of membership up to this point indicates that 97.3% of library cardholders filled in the ‘race/ethnicity’ field on their applications. Thus, it is not expected that teenage patrons will be an exception to this trend. Moreover, random 5-question (yes/no) surveys will be collected from library gamers to measure their satisfaction with the program. On the bottom of the form will be a large blank area where they can fill in suggestions/feedback (e.g. new game purchases). Research has shown that involving the teens in the library’s gaming agenda is crucial to a building a solid program (Levine, 2006; Neilburger, 2007).EvaluationThe following are anticipated results of the formal execution of this initiative:Library patronage by youth ages 13-18 will increase by a minimum of 30% from the year previous; of these, at least 40% will be first-time MBPL cardholdersAt least 70% of the library gamer population will be teenage males ages 13-18; of these, at least 25% will be teenage males of color (read: African American, Hispanic, Asian/Pacific Islander, Native American, etc.)CONCLUSIONLibraries must make a concerted effort to assert their continuing value in the information age. At the same time, the unique potential for positively impacting the lives of marginalized peoples that libraries possess is as significant as ever. The gaming program at the Mulberry Public Library would uniquely combine efforts to stay relevant for future generations while reaching out to a disadvantaged population in the long tradition of library service. Ultimately, in helping this underserved community the library helps itself.Appendix MaterialsMBPL complete personnel list, including Board of DirectorsResumes for key project personnelSigned “unpaid workload increase agreements” from key personnelSigned tournament sponsor agreementsSample flyer for tournament advertisingSample color poster for tournament advertisingSample permission slipSample user surveyBUDGETCost EstimateInformation Systems Specialist FeeGaming system configuration$1500.00HardwareLCD monitors (8)$800.00Microsoft Xbox 360? game consoles and accessories (8)$2000.00Nintendo Wii? game consoles & accessories (1)$400.00Security hardware$300.00SoftwareGames for Xbox 360? $300.00Games for Nintendo Wii?$250.00Reading MaterialsGame-specific strategy guidebooks$150.00Subscriptions to popular gaming periodicals (e.g. GamePro, Game Informer, Xbox Official)$200.00Advertising MaterialsColor posters $150.00Black and white flyers$100.00Postage & mailing materials$300.00General office supplies & paper goods$200.00Petty CashExtra refreshments for tournaments$350.00Extra prizes for tournaments$500.00TOTAL$7500.00BIBLIOGRAPHYAlexander, B. (2008). Games for education: 2008. EDUCAUSE Review 43(4), retrieved on February 10, 2009 from , J. (2000). A wealth of information on foundations and the grant seeking process. Computers in Libraries 20(5), 26-31.Czarnecki, K. (2007). A revolution in library service: gaming is more than just a lure into the library. School Library Journal 53(5), 34-35.Designing Better Libraries. (2007). Libraries and gaming. Retrieved on February 10, 2009 from , B. (2006). Carvers Bay (SC) branch library: gaming the way to literacy. Retrieved February 10, 2009, from , K. (2008). Bringing gaming (and gamers) to your library: 100 tips and resources. Retrieved February 10, 2009, from , J. (2006). Introduction. Library Technology Reports?42(5), 5-9.?Levine, J. (2006). Why gaming? ?Library Technology Reports?42(5), 10-17.Levine, J. (2006). The gaming generation.? Library Technology Reports?42(5), 18-23.Levine, J. (2006). Gaming setups common in libraries. ?Library Technology Reports?42(5),?24-30.Levine, J. (2006). Case studies: public libraries. ?Library Technology Reports?42(5), 45-55.Levine, J. (2006). Conclusion: what librarians can learn from gamers.? Library Technology Reports?42(5),?60-62.Levine, J. (2008). The games people play. American Libraries 39(7), 38.Levine, J. (2008). Broadening gaming services in libraries. Library Technology Reports 44(3), 24-34.Martin, J. & Ewing, R. (2008). Power up! Using digital gaming techniques to enhance library instruction. Internet Reference Services Quarterly 13(2-3), 209-225.Methenitis, M. (2008). Law of the game on Joystiq: much ado about game night. Retrieved on February 10, 2009, from , E. (2008). Gamers… in the library? American Libraries 38(5), 58-60.Newman, J. (2007). Dewey decimals and Dance Dance Revolution. Retrieved on February 10, 2009, from , S. (2008). Reframing gaming: clearing up misconceptions of this increasing popular activity. American Libraries 39(7), 50-51.Raroo, M. (2008). Game time with Mr. Raroo: games in the modern public library. Retrieved on February 10, 2009, from , J. (2007). The video game librarian: choosing the next generation format. Retrieved on February 10, 2009, from , S. Taking play seriously at the public library with young video gamers. (2008, March 22). The New York Times. Retrieved February 10, 2009, from , M. & Glass, R. (2008). Gaming and learning: winning information literacy collaboration. College & Research Libraries News 69(9), 522-525. ................
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