Video Games: Attracting the Nex-Gen Patron

Abstract

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.

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