52 Ready-to-Use Gaming Programs for Libraries

52 Ready-to-Use Gaming Programs for Libraries

Paperback (30 Mar 2020)

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Publisher's Synopsis

Gaming programs offer many benefits: they encourage interaction among patrons, strengthen community bonds with the library, and when done right they can be incredibly popular. Kroski, a bestselling author as well as an avid gamer herself, has gathered more than 50 creative programming ideas from public, school, and academic libraries nationwide. Most will hit your core gaming audience of teens, but you'll also find plenty of options for adults, tweens, and younger children-the mix of tabletop, video, and live-action gaming programs includes something for everyone. Complete with step-by-step instructions for how to prepare and host programs, a materials and equipment list, estimated budget, and recommendations for age ranges, inside this book you'll find fun ideas such as<

  • Instagram or zombie-tag scavenger games;
  • a video game rec league;
  • teaching cybersecurity with Minecraft;
  • STEM with virtual reality and other programs for VR equipment;
  • fostering science literacy with themed board games;
  • a life-sized Game of Life;
  • STEAM with an amazing race;
  • hosting a Gaming Con at your library;
  • video game study breaks for calming students' nerves during Finals Week;
  • leading enthusiasts in writing an original roleplay or designing a board game; and
  • building your collection of games through donations and grants.
The engaging programs in this book will have people flocking to your library-it's all in the game.

Book information

ISBN: 9780838947340
Publisher: American Library Association
Imprint: ALA Editions
Pub date:
DEWEY: 025.5
DEWEY edition: 23
Language: English
Number of pages: xiii, 368
Weight: 500g
Height: 152mm
Width: 228mm
Spine width: 21mm