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Dale Leorke,Danielle Wyatt

The Library as Playground: How Games and Play are Reshaping Public Culture

The Library as Playground: How Games and Play are Reshaping Public Culture

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  • More about The Library as Playground: How Games and Play are Reshaping Public Culture


Digital and analog games have been used as educational tools and drawcards for modern public libraries, but their wider role in transforming libraries as public institutions remains unexplored. This book draws on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries, and how they are being connected to policies agendas around economic and cultural development.

Format: Hardback
Length: 164 pages
Publication date: 13 April 2022
Publisher: Rowman & Littlefield


Digital and analog games have long been used as educational tools and drawcards for new patrons in modern public libraries, ranging from dedicated gaming zones and children's spaces to Minecraft gaming days, makerspaces, and virtual reality collections. However, their broader role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They examine how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and "reimagining" of libraries in the digital era. The library's association with play has historically been understood through its classification as a "third place": a place to relax, socialize, and experiment outside of the utilitarian demands of work and home. However, far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies and agendas around their municipality's economic and cultural development. By attending to the institutionalization of play, the book sheds new light on the contradictions at the heart of play as a theoretical concept and what libraries are in contemporary public life.

One of the key findings of the book is that games and play are becoming more integrated into the fabric of libraries. This integration is driven by a range of factors, including the increasing popularity of games, the changing nature of play, and the recognition of the value of games and play in education, socialization, and community building. Libraries are also recognizing the potential of games and play to address social and economic challenges, such as poverty, inequality, and social exclusion.

To facilitate this integration, libraries are adopting a range of strategies. These include creating dedicated gaming zones and children's spaces, offering gaming programs and workshops, and partnering with game developers and publishers. Libraries are also using digital technologies to enhance their gaming offerings, such as virtual reality and augmented reality.

However, the integration of games and play into libraries also presents challenges. One of the biggest challenges is the perception that games and play are only for children or teenagers. This perception can be harmful to libraries, as it can limit their appeal to a wider range of patrons. Libraries are also facing challenges in terms of funding and resources, as gaming equipment and software can be expensive.

To address these challenges, libraries are working to promote games and play to a wider range of patrons. This includes partnering with community organizations, schools, and universities, and offering programs and workshops that are designed for adults and families. Libraries are also using social media and other digital platforms to promote their gaming offerings and engage with their patrons.

In addition to their educational and social benefits, games and play can also have economic benefits. Games can create jobs and generate revenue for libraries. For example, libraries can host gaming tournaments and sell gaming merchandise. Libraries can also use games to promote their collections and services.

However, the economic benefits of games and play can also be controversial. Some argue that games can be addictive and can have negative effects on children and adults. Others argue that games can be a valuable tool for education and socialization.

To address these concerns, libraries are working to promote responsible gaming practices. This includes providing information about the risks associated with gaming, setting limits on the amount of time that patrons can spend playing games, and providing resources for those who may be struggling with gaming addiction.

In conclusion, digital and analog games have long been used as educational tools and drawcards for new patrons in modern public libraries. However, their broader role in transforming libraries as public institutions remains unexplored. In this book, the authors draw on ethnographic research to provide a rich portrait of the intersection between games, play, and public libraries. They examine how games and play are increasingly spilling out of designated zones within libraries and beyond their walls, as part of a broader reconfiguration and "reimagining" of libraries in the digital era. The library's association with play has historically been understood through its classification as a "third place": a place to relax, socialize, and experiment outside of the utilitarian demands of work and home. However, far from just offering patrons an opportunity for detached leisure, this book illustrates how libraries are connecting games and play to policies and agendas around their municipality's economic and cultural development. By attending to the institutionalization of play, the book sheds new light on the contradictions at the heart of play as a theoretical concept and what libraries are in contemporary public life.

Weight: 404g
Dimension: 227 x 160 x 16 (mm)
ISBN-13: 9781538164310

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