Gosh, I'm getting behind on the Learning modules. At GL we are back to weeding, with 4,000 items as a goal given us by HQ. Heavy weeding was done last spring, but we have to reduce the collection because of the cost to store it. Some areas are not hard but others are very hard. We are preparing to close the building very soon and are under terrific time pressure.
OK, to address the topic of gaming. My two adult sons are heavily into gaming so I'm aware of the skills - even interpersonal ones-that are developed with online gaming. Both have online friends from around the world. One son was an administrator of sorts and learned a variety of management skills including dealing with team members who slacked off.
My work time and my personal time are so limited that I doubt that games will be part of my life anytime soon. My priorities are family, grandchildren, community service, reading, gardening, watching House and Bones, all of which leaves not much time for games. I do hope to try a few in the learning module sometime soon.
Gaming in libraries...the issue for me is how to transition a middle schooler's gaming experience in a library into using the library for reading and research and for lifelong learning. Whatever form the library of the future takes, it will have value to individuals and a community. The theoretical value of games in libraries reinforces my strong belief in tolerance of what library users want to do when they come here (nothing illegal, of course.) Over the years many adults have complained that children/teens were occupying computers only to play games and they shouldn't be allowed to do that. I've defended gaming from myriad angles.
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