How Public Library Staff Engage with Video Games and Video Game Services

How Public Library Staff Engage with Video Games and Video Game Services
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公共图书馆工作人员如何参与视频游戏和视频游戏服务

DOI:
10.26686/wgtn.19427054
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通讯作者:
Lisette Templeton
Lisette Templeton
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作者:
Lisette Templeton

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研究问题--在世界上许多地区,视频游戏玩家的平均年龄在30岁以上,但公共图书馆中关于视频游戏的文献往往侧重于吸引儿童和青少年。这表明,公共图书馆可能存在服务不足的视频游戏玩家群体。 除此之外,成功的电子游戏企业需要组织者熟悉和了解电子游戏。目前尚不清楚公共图书馆工作人员是否普遍具备这些素质,或者他们是否从事视频游戏服务。 这份报告旨在调查新西兰奥蒂亚罗亚的公共图书馆工作人员如何参与视频游戏和视频游戏服务。 方法--向20个公共图书馆系统和新西兰图书馆电子邮件列表发出参加在线问卷的邀请函。五个组织同意向其员工分发调查问卷。获得了183名受访者的样本规模。被问及有关电子游戏体验、感知和图书馆服务的问题。 结果--新西兰公共图书馆的工作人员玩电子游戏的方式似乎与新西兰普通民众相似。此外,对电子游戏在公共图书馆中的地位似乎总体上持积极态度(87%的受访者支持在公共图书馆玩电子游戏)。 与非玩家相比,视频游戏玩家似乎更积极地看待视频游戏,并更清楚地意识到它们对个人的影响。他们似乎对提供相关服务更有信心,也更有可能举办相关活动。 新西兰公共图书馆的视频游戏服务似乎主要针对年轻群体,反映了受访者认为的视频游戏的主要目标受众。这揭示了提供视频游戏服务的新西兰公共图书馆潜在的服务不足的人群(46-84岁的视频游戏玩家)。 影响-鼓励参与视频游戏似乎可以提高工作人员提供视频游戏服务的信心,尽管还需要进一步的研究来证实这一点。 此外,46-84岁的视频游戏玩家可能服务不足,他们占46-84岁人口的近一半。对这一潜在的服务不足人群的评估是未来研究的一个有趣的主题。
Research problem – The average age of video game players is above 30 in many parts of the world, but the literature surrounding video games in public libraries often focuses on engaging children and teenagers. This suggests that there may be an underserved population of video game players in public libraries. In addition to this, successful video game ventures require organisers familiar with and knowledgeable about video games. It is unknown whether public library staff in general possess these qualities, or if they are engaged with video game services. This report aimed to investigate how public library staff in Aotearoa New Zealand (NZ) engage with video games and video game services. Methodology – Invitations to participate in an online questionnaire were sent to 20 public library systems and the NZ-Libs email list. Five organisations agreed to distribute the questionnaire to their staff. A sample size of 183 respondents was achieved. Questions were asked about video game experiences, perceptions, and library services. Results – NZ public library staff appear to engage with video games in a similar way to the general NZ population. In addition, there appears to be an overall positive perception of their place in public libraries (87% of respondents supported video games in public libraries). Video game players appear to think more positively about video games and be more aware of their impact on individuals compared to non-players. They also appear to be more confident in delivering related services and more likely to be running related events. Video game services in NZ public libraries seem to largely target younger age groups, mirroring the perceived main target audience for video games indicated by respondents. This revealed a potentially underserved population (video game players aged 46 – 84) for NZ public libraries that offer video game services. Implications – It appears that encouraging engagement with video games may improve staff confidence in delivering video game services, although further research is required to confirm this. In addition, there is a potentially underserved population of video game players aged 46 – 84, who account for nearly half of the 46 – 84 year old population. Evaluation of this potentially underserved population is an interesting topic for future research.