Online Games - multiplayer, interactive games that require the Internet

Online gaming is a large category with examples varying widely from fantasy football to Internet role-playing games (such as Everquest) or even simple flash games (like Bejeweled 2).  As more and more research shows, gaming is one powerful way to engage and empower teens and students. With so many possibilities and the easy accessibility of online games, it is little wonder that this area of the gaming world has been one of the most popular in libraries and beyond!

Research

Technology changes rapidly. Teenagers and children are growing up in a digital age and are often accustomed and attuned to these changes.  In comparison to librarians, teens are considered "digital natives" meaning they speak the language of technology fluently and they need to in order to be the most marketable and productive members of our society. It is important to be on top of the new, advanced technologies in order to remain relevant as a library. Online games are one way for libraries to attract and maintain teens' attendance and involvement. 

A recent study done by the Kaiser Family Foundation found that "8-18 year-olds devote an average of 7 hours and 38 minutes (7:38) to using entertainment media across a typical day (more than 53 hours a week).  And because they spend so much of that time 'media multitasking' (using more than one medium at a time), they actually manage to pack a total of 10 hours and 45 minutes (10:45) worth of media content into those 7½ hours."

Online games also teach and emphasize different forms of literacy, most importantly focusing on what the ALA  calls 21st Century Literacy.  This type of literacy refers to "the ability to use a range of tools and skills (technological, interpersonal, communication) to effectively participate in the workforce. It includes print, visual, media, multi-modal, scientific and many other types and modes of literacy." 

Successful Programs

  • Fantasy football and other online sports leagues might not occur to the average librarian as an online gaming possibility.  However, the University of Dubuque in Iowa put on a study regarding the connection between fantasy football and information literacy, which showed that playing the game required "strong research, critical thinking and communication skills in order to succeed." 

Although the librarians/researchers used fantasy football as a way to study research and information retrieval habits of college students, it would be easy to convert this study into a fun, learning experience for teens at a public library. 
  1. It's free -- requires no money or funding to sign up for fantasy leagues
  2. If advertised well it could be a very popular program
  3. It's easy to evaluate the success -- in the example they had students try to identify appropriate sources and also asked if their idea of research had changed.

  • At Pima County Library in Tuscon, Arizona, librarian Liz Danforth started a game club. Online games, video games and general hilarity was sponsored at these events. "Gaming attendance exceed storytime attendance 75% of the time. The teens began an anime club, and applied for positions on the advocacy and teen councils" following their participation in the gaming club.

Advice

  • Online games have some pretty obvious requirements: computers, high speed Internet access, dedicated space for computer users, etc. Just as there are many ways to game online, there are many ways to host an Internet gaming program at the library. One popular option is a Local Area Network (LAN) Party. A step-by-step guide to hosting a LAN Party (in a library or anywhere else!) can be found at wikiHow.
  • If you need more tips to bring online games to your library, check out the Online Education Database. It has hints and tricks and everything you'll need!
Page edited by Mary Looby