Gaming Programs for All Ages at the Library


Book Description

Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive! Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including: how to make the case for library gaming with your administration, how to acquire and loan gaming materials (whether or not you have the budget for them!), how to publicize your library gaming programming, and how to incorporate other library units into the gaming experience. Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you’ll also learn about promotion, assessment, and experiential learning opportunities




Healthy Living at the Library


Book Description

This broad-ranging resource is for librarians who want to begin a new program or incorporate healthy living into an existing one. From garden plots to cooking classes to StoryWalks to free yoga, more and more libraries are developing innovative programs and partnerships to encourage healthy living. Libraries increasingly provide health and wellness programs for all ages and abilities, and Healthy Living at the Library is intended for library staff of all types who want to offer programs and services that foster healthy living, particularly in the domains of food and physical activity. Author Noah Lenstra, who has extensive experience directing and advising on healthy living programs, first outlines steps librarians should take when starting programs, highlighting the critical role of community partnerships. The second section of the book offers detailed instructions for running different types of programs for different ages and abilities. A third section includes advice on keeping the momentum of a program going and assessing program impacts. Lenstra offers tips on how to overcome challenges or roadblocks that may arise. An appendix contains resources you can adapt to get these programs off the ground, including waivers of liability, memoranda of understanding, and examples of strategic plans and assessment tools.




Librarian's Guide to Games and Gamers


Book Description

Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.




E-Textiles in Libraries


Book Description

From light-up scarves to solar-powered backpacks to health monitoring fabric, innovative combinations of electronics and textiles are becoming more prevalent and impressive all the time, making appearances everywhere from the runway to medical settings. In the near future, these wearable technologies will be a standard part of daily life. E-textiles, including soft circuits, conductive fabrics, and sewable electronics, may not be familiar to all library patrons now, but the way that e-textile projects combine STEM topics with fun, familiar crafts make them popular for library programs, interesting to diverse groups, and a great tool for teaching new skills and techniques. Best of all, e-textile projects can be designed to fit into budgets of all sizes and to appeal to patrons of any age and level of technical proficiency. In this book, you’ll learn everything you need to know about the tools, supplies, techniques, and science behind e-textiles and find out how your library can design successful collections and programs around this hot new topic. The book features key information about the materials and techniques you’ll need to know, examples of libraries that have found success with e-textiles, step-by-step advice on program creation, and projects that can be used for fun and engaging library programs. By the time you finish reading, you will have everything you need to develop a program that will generate excitement within your community and introduce your patrons to new and useful skills. Keep your library on the cutting edge of technology with exciting and engaging e-textiles programming!




Crash Course in Gaming


Book Description

Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.




How to Write and Get Published


Book Description

Written by two librarians with extensive publication experience, this book provides practical techniques and tools to prepare librarians to publish successfully. This book is neither a research methodology nor a ‘craft of writing’ book. Instead, its sole goal is to help librarians (and other information science professionals) start writing, identify an outlet for publication, and publish successfully. It dispels the mythos surrounding “scholarly writing” by providing practical tools and advice to help soon-to-be authors get started on the publication journey now. This book will guide aspiring authors step-by-step through the writing and publication process, from nurturing an idea to fruition all the way to enjoying a successful publication. Along the way, readers will learn how to identify the best publication type and venue, gather the needed information to make a convincing argument, and skillfully manage even the most complex project. Topics range from cerebral (such as how to maintain motivation through a project) to technical (such as common grammar and vocabulary errors), but all are designed to be practical and of immediate use to a writer. Whether a graduate student at the beginning of your career in the field of information sciences, a newly minted librarian fresh out of graduate school, a library administrator at the peak of your career, or somewhere in between, publishing can keep you engaged in the issues facing the profession and enhance your career and professional success. Readers will be inspired and ready to contribute to library scholarship and start building their own successful scholarly habit.




Library Management


Book Description

Most professional librarians, even recent graduates, manage something, whether it be a project, service, department, or a whole library. This book explains the different managerial roles at libraries, looking at the levels of managers, what they do, and how they do it. The goal is to explore the unique challenges faced by different types of library managers, in order to prepare early and mid-career librarians to step into new roles, and to think about how they might progress toward upper-management in a library. The approach is practice-driven, with a particular focus on the soft skills that are needed to be successful as a manager. Library Management: A Practical Guide for Librarians features three parts: project management, middle management, and upper management. These sections cover the different kinds of challenges that face people at each level of their career, exploring how these challenges can help prepare librarians for promotion to the next level. The purpose of these sections is to show how management skills develop over the course of one’s career, and to explore how leaders changes from context to context. Though each section focuses on a particular level of authority, the lessons can be useful for and applied to all of the levels discussed. For example, the same librarian might fill different roles in different contexts. A dean might serve as a library’s executive, but also manage a university-wide project or a middle manager might step into the role of dean temporarily, or might wonder what the next level of management would require.




Gamers...in the Library?!


Book Description

Imagine: Teen and pre-teen boys, twenty-somethings, parents, and even younger kids streaming into the library. It's your library's monthly videogame tournament! Step boldly into a new arena of library programming with lifetime gamer and Ann Arbor's library technology manager, Eli Neiburger.As a leading expert on producing videogame tournaments and events, Neiburger explains why videogame programming holds huge potential for libraries. He offers the complete toolkit. Follow these practical and proven guidelines to get answers to all your questions - from convincing the skeptics to getting audience feedback through your blog.Learn how to serve this underserved audience and: gain familiarity with the basics of gaming culture, software, and hardware; understand how videogaming events fit into the library; learn what works and what doesn't from the experiences of the nation's leading expert; conduct a tournament in your library - including how to plan, set up, and run any size event; market the events, build an audience, and get feedback.Don't miss out on an entire generation of library users. With game-savvy librarians and this must-have resource, you'll soon be building a brand new audience of library-loyal videogame fans.




Games in Libraries


Book Description

Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.




Fundraising for Academic Libraries


Book Description

With more universities facing financial difficulty and academic libraries being asked to do more with less, fundraising has been transformed from a luxury to a necessity. Now, more than ever, academic libraries need to know how to effectively obtain and steward donors. Most fundraising books are written from perspectives that are not always relevant to the complex environment that academic libraries must navigate. Fundraising for Academic Libraries: A Practical Guide for Librarian is written just for academic libraries. The authors demystify fundraising to enable those to work in an academic library to feel confident in their ability to obtain contributions, sponsorships, and grants for their libraries. From major gifts to events to special collections, this book looks at academic library fundraising holistically. Not a one-size-fits-all approach, chapters explore multiple methods that an academic library can use to identify potential donors, ask for gifts, and retain existing contributors. This book also connects readers with extensive fundraising resources so they can readily apply the book’s tips and techniques to their own library environment. Whether they are interested in approaching a local business to provide a prize for a silent auction or asking for an established donor for an estate gift, novice academic library fundraisers will find step-by-step instructions that help them navigate a variety of situations. By providing readers with practical fundraising tools including flow charts, simple proposal and gift templates as well as sample donor correspondence, this book enables academic libraries to be able to start and advance their own development programs.