Video Games: Attracting the Nex-Gen Patron

Video Games: Attracting the Nex-Gen Patron
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视频游戏:吸引下一代赞助人

DOI:
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发表时间:
2017
期刊:
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影响因子:
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通讯作者:
Akunna Eneh
Akunna Eneh
中科院分区:
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文献类型:
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作者:
J. Lindsey;K. Lindsey;Melani Daniels Llanos;Akunna Eneh

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本文讨论了青少年读者的增加和公共图书馆留住他们作为终身图书馆用户的能力。图书馆员,因为他们做不同形式的编程和参与,可以互动和吸引青少年在一个更相关的方式使用视频游戏。 本文将提供的想法,有更多的互动游戏时间与图书馆员和青少年, 图书馆可以获得并留住这些更新、更年轻的读者,他们将开始寻找各种其他图书馆资源,并将这种价值传递给后代。 本文探讨了采访青年图书馆员,文章的顾客行为后,专门的游戏空间介绍,和作者的意见作为技术访问经理的波士顿公共图书馆,负责帮助建立和维护这些类型的房间。
This paper addresses the increase in teen patronage and public libraries’ ability to retain them as life-long library users. Librarians, as they do with different forms of programming and engagement, can interact with and captivate teens in a more relatable way using video games. This paper will offer the idea that having more interactive gaming time with librarians and teens, libraries can gain and retain these newer, younger patrons, who will begin to look to a variety of other library resources, and in turn pass that value on to future generations. This paper examines interviews with youth librarians, articles of patron behaviour after dedicated gaming spaces were introduced, and the author’s observations as Technology Access Manager of the Boston Public Library, responsible for helping build and maintaining these types of rooms.