Wednesday, July 2, 2008

"Teen Spirit in the Library"

Notes from the webcast I listened to a couple of weeks ago. It's posted, here.

Special teen spaces:
  • make teens welcome
  • increase YA circ
  • support healthy youth development (40 Assets): lib as safe "third space" (note that most grown up spaces legally or financially prohibit teens: bars, coffee shops)
  • Great teen spaces allow for flexibility: can sit on the floor, sit on own, in groups; modular furniture moves
"Teen 2.0"
  • 93% teens online, where they share and create, primarily
  • multitakers, content on demand
  • don't care about Good Design (MySpace is ugly). One library's My Own Cafe site is an example
  • Web 2.0 is about experimenting
  • Teen book trailers!
  • One librarian suggests teen space - physical and online - have a consistent name
  • Keep whatever teen site you have FRESH - content should change every couple of day with new books, events, etc. (A simple site that did this doubled visit stats. It needs content, not fancy design.)
  • Library teen pages should allow comments, include video and surveys
Gaming and Libraries
  • game = a form of play with goals and structure
  • games = Monopoly, DDR
  • Gaming = an experience (of play, with . . . whatever)
  • gaming involves people playing, talking, and/or watching (Guitar Hero draws spectators; Monopoly, not so much)
  • attract under-served users
  • increase lib's hipness quotient; keep us relevant, etc.
  • Outcomes: rep of lib improves; kids come for games, pick up something else; gamers improve social skills

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