Chapter 3: Libraries, Videogames, and Civic Engagement
DOI:
https://doi.org/10.5860/ltr.45n5Abstract
Libraries can provide scaffolding experiences around gaming that improve teens' civic discourse and behavior to a level not experienced elsewhere in the community. Gaming tournaments model positive competition and connect teens as a community and to the larger community. This chapter of “Gaming in Libraries: Learning Lessons from the Intersections” explores specific examples where libraries have implemented gaming programs and events that have clearly led to these positive results in their communities.
References
Response to online survey, posted on News about Games and Gaming, Nov. 25, 2008, http://gaming.ala.org/news/2008/11/25/national-gaming-day-a-successn From Awareness to Funding: A Study of Library Support in America (Dublin, OH: OCLC 2008)nAmanda Lenhart, Teens, Video Games, and Civics (Washington, DC: Pew Internet & American Life Project 2008): 5-6nIbid., vi.n