A year ago YALSA launched the 30 days of positive uses of social networking project. Every day throughout October three YALSA bloggers posted ideas and information about using social networking in the school and public library. The postings were in response to the U.S. Congress Deleting Online Predators Act and the realization that librarians working with teens needed support and information on using social networking with teens.

Now, one year later, the same YALSA bloggers are each going to write an update post, during the month of October, about the world of social networking, teens, etc.


While no longer in the news as much as it was last year at this time, the US Congress continues to have legislation before it that would impact availability of social networking resources in schools and libraries. The 2007 version of the bill is called Protecting Children in the 21st Century Act. In August a new version of this bill was reintroduced in the Senate by Ted Stevens. The summary of the bill at OpenCongress states:

A bill to protect children from cybercrimes, including crimes by online predators, to enhance efforts to identify and eliminate child pornography, and to help parents shield their children from material that is inappropriate for minors

On September 27 the Senate Committee on Commerce, Science, and Transportation acted on the bill which was “ordered to be reported with amendments favorably.”

In other words the federal government is still looking at this topic and educators working with teens need to keep promoting the positive aspects of social networking. Librarians and teachers also need to promote important role teachers and librarians play in helping teens be safe and smart when using social networking technologies.

Not only is the federal government looking at ways to limit access to social networking in schools and libraries, but so too are state governments. In the past year some states around the country introduced bills in the legislature that focus on hindering, or severely limiting, access to social networking in schools and libraries. Check out ALA’s wiki page on state legislation to learn about some of these.

Don’t let legalities be the sole reason for your motivation in learning about and using social networking. Go for it because it is an important way for you to provide good customer service to the teens you serve.

In my teaching and training I continue to have librarians ask me whether or not social networking is safe for teens. They also want to know how to help others understand the positive aspects of social networking in teen lives. Here are some of the things I often tell them:

  • Keep (or start) using social networking tools yourself. Read through last year’s 30 positive uses and try out the sites and resources that you have never used or heard of.
  • Dont’ take someone else’s word for the good or bad of social networking in a teen’s life. If someone told you a book should be banned in the library would you agree without reading the book yourself? Take the same approach with social networking web sites, use them before you make any judgments or decisions.
  • Ask teens about the role social networking plays in their lives and ask them to teach you about the social networking tools they use.
  • Talk to parents, teachers, colleagues, administrators, and local/state/national government officials about the important role social networking plays in teen lives. Don’t be afraid to get the message out.
  • Help promote the fact that education about social networking tools is the best way to approach teen use of these tools. Help others understand that without educating teens about how to be safe and smart we don’t give them the chance to practice safety and smart behavior.
  • Keep up with current research on the topic of social networking in teen lives. For example, read the report published by the National School Boards Association on social networking in the lives of students. Make sure others in the community know about the report.

Even if there was never one single piece of local, state, or national legislation related to social networking and teens, it would still be important to educate and inform the community about why the library needs to be a positive force in connecting teens with these resources. By doing that education you get to demonstrate your importance to the community and to teens. You also get to demonstrate your knowledge and understanding of technology as an educational tool.

It seems that before ALA conferences – Midwinter and Annual – the same things go through my head:

  • Where do I have to be when
  • How am I going to get to see this and this and this person
  • What do I need to remember to bring – for me this usually relates to forms of technology
  • Did I forget to contact someone I want to meet-up with at conference

As I’ve said before on this blog, what I really look forward to at conferences is the chance to see f2f people that I’ve met through YALSA. I might know these people for many years and the only time we get to see each other is at conferences. I might have just met someone via this blog, or email, or committee work and have never seen him or her f2f before. It’s always great, even in a world with Second Life and other ways to stay in touch between conferences, to have that f2f time.

I also look forward to running into people in odd, or not so odd places. There is one YALSA member, you know who you are, who I meet serendipitously at Starbucks (or another coffee place) on the way to Leadership Development almost every conference. We never plan it but we end up in the same place at the same time.

Or, there’s the people that I haven’t seen in years because they don’t come to conference any more (or we just lost touch) that I bump into on the street, in a meeting, in a hotel lobby, or whatever. That’s always a great fun surprise.

There’s a lot of work that gets done at conferences and some people have more meetings to go to than others. There are also great programs. I’m happy to see all the tech programs coming up this conference, including marketing to teens with technology, music and technology, and others.

One more thing I have to say. If you are new to YALSA and/or to Annual Conference, the first time you walk into a meeting or program can be intimidating. I remember the first time I walked into All Committee it seemed a little bit like everyone in the room was in a clique to which I didn’t belong. (Sort of like high school.) YALSA has worked really hard in the past few years to help guarantee that newbies don’t feel that way. Programs like YALSA 101, the YALSA Happy Hour, and others help people make first-time connections. Also, at All Committee YALSA Board Members try to make sure someone is standing at the door to meet and greet.

You can find out about all of YALSA’s programs and meetings at Annual. And, don’t miss the YALSA Wiki page for conference news.

If you aren’t going to conference don’t feel left out. This blog will keep you up-to-date on what’s going on. YALSA will also have podcasts of various programs, events, meetings, and such that you’ll be able to listen to in order to stay in the know.

Games are of course a large part of many of our schools and libraries in terms of the service, programs, and the culture we create, and at national and state conferences; YALSA Video Gaming Night, DDR at ALA TechSource/American Libraries booth, Gaming, Learning and Libraries Symposium, or ISTE, not to mention the presentations and workshops there.

It also isn’t terribly new that gamers unite for various causes around the world. For example, after Hurricane Katrina, in-game donations were rallied by Sony for Everquest II players to be made to the Red Cross. Other companies such as Bungie Studios, acquired by Microsoft to work on such titles as Halo, sold “Fight the Flood” t-shirts. Hasbro kicked off a National Toy Drive. Gamers unite on other issues as well. For example, In Teen Second Life, Global Kids teamed with the Polaris Project to educate and raise money about trafficking. Child’s Play works with hospital staff to develop wish lists for games, toys, and movies and links through Amazon on their site if people wish to purchase these for a particular hospital. The list goes on.

Anime conventions, video gaming and board gaming tournaments often have a component to benefit a charity. This weekend the Anime Convention in Boston (is anyone there?!) is donating to the Central New England Chapter of the Multiple Sclerosis Society. In 2006, Gen Con, one of the largest conventions in North America donated over 5,000 at Gen Con Indy for a local, Indianapolis-based organization.

Attendees of these conventions, whether it be located in the U.S. or abroad, and members of these virtual spaces, are from all over the world so the impact of fundraising and the knowledge of an issue can of course be far reaching.

On May 5, 2007 at 1pm EST, in Bryant Park, in New York City,
Empire Arcadia is trying to gather as many gamers as they can. Empire Arcadia’s mission statement says in part,

“We work with today’s youth in shaping them into tomorrow’s leaders, by providing videogame competition and social activities/play for them to experience.”

The gathering in Bryant Park will be “to help push the message for non violence in our schools and to morn the loss of the Virginia Tech students.”

Some people have reservations about the rally as written here. I wonder what kind of dialogue will or can take place at the rally. Would people feel comfortable to find answers for their questions such as ‘what are you learning when you play that game?’ ‘why do you game?’ ‘I’m afraid to start playing, can you help?’ ‘What do I tell people at my library that might wonder why we do or don’t play games?’ ‘I’m not sure I understand why this is important.’ What do you think?

Free Image Hosting at www.ImageShack.us Free Image Hosting at www.ImageShack.us

Posted by Kelly Czarnecki

Are you a new librarian or library school student with lots of unanswered questions about the profession? Are you a veteran, card-carrying librarian and YALSA member wanting to share the knowledge you have gained over the years? Well, then, you’ve come to the right place.

As an ALA Emerging Leader, I am one of just over one hundred new librarians selected to work on various projects for ALA. My group is designing a mentorship program for YALSA and AASL. We will design the program, present it at the ALA Annual Conference in Washington D.C. in June, and after that, it’s up to YALSA and AASL to decide whether or not to implement the program.
Since no librarian works in a vacuum, we are seeking some feedback. This will both strengthen our final paper and presentation and offer YALSA and AASL some real-life feedback on some possible responses to a mentorship program.
I ask that you simply answer the following questions (or at least the ones that apply to you) and send your answers to me at sarah.krygier@gmail.com by Monday, April 8.
Here are the questions:
1) If you are new to young adult or school librarianship (in the field for less than five years or still in library school), how interested would you be in having a mentor to orient you to your profession and to your professional organization?
2) If you have been a librarian for longer than five years, did you have a mentor? Do you think you would have benefited from participating in a formal mentoring program?
3) If you have been a librarian for longer than five years and active in either YALSA or AASL for three years (active means any and all of the following: participation in association listservs, blogs, etc.; attendance at association conferences; participation on an association committee, board or official member group), how interested are you in sharing your knowledge with a new librarian?

4) What are your general thoughts on mentorship programs and their place in the field of libraries?
Thank you so much for your help with this! I will be sure to let you know if and when this program gets off the ground so that you can be involved! You can even track our progress on ALA’s Emerging Leaders Wiki.
Sarah Krygier
Emerging Leaders 2007

(posted by Beth Yoke)

While I missed part of the discussion group and was disappointed because I am co-chair, I couldn’t pass up speaking at the Sirsi Dynix booth right before the meeting. It was announced on Saturday and Sunday at Midwinter that they are sponsoring the two main islands in the InfoIsland project on Second Life. This includes virtual library services on the adult grid as well as the teen grid. I mention this, because while Second Life is not a game, it shares some similarities such as participants creating their own experiences.

The Gaming Discussion group meeting also took place in Second Life, where participants joined us via text chat in the Open Air Auditorium on InfoIsland. Check out the YouTube video by HVX Silverstar here.

What I did catch was over 40 strong attendees sharing their library gaming stories, tips (ask gamers to bring in their own equipment or use a mobile console that can travel to the branches if buying one for each branch is not affordable), questions, tie-ins for Teen Tech Week (hosting tournaments), and justification for gaming as a viable and core service in libraries to administration (publications such as Gaming & Libraries: Intersection of Services by Jenny Levine is helpful for this).

Jami Schwarzwalder presented information on table top games including types such as card (including CCGs-collectible card games), miniature, and RPGs (role-playing games). Ideas for programs such as ‘build a deck’ tournament with Yu-Gi-Oh! cards to create a social group and friendly competition, partnering with a local gaming store for ideas and resources, and tapping into the readers of historical and fantasy fiction by offering a wide selection of table top games at the library. For reviews of table top games and various types, check out Jami’s site here.

Scott Nicholson, from Board Games with Scott, was present to discuss how he reviews various games through instruction video on his web site.

Thank you to Sophie Brookover, for gathering publication ideas and a representative from School Library Journal for attending the meeting and talking with us afterward.

We discussed that a proposal was sent to the YALSA board to consider creating a video game selection list (similar to the other lists already in existence here). Since video games are content, many libraries circulate games, and game reviews are included in such publications as School Library Journal by Amy Phillips and Beck Spilver, YALSA would be a source many librarians would trust for game recommendations for their library. A proposal for 2008 was submitted by Gaming Discussion Group chair, Beth Gallaway, regarding delivering engaging programs around tabletop and video games for teens.

Handouts on Gaming and Community Building and Virtual Worlds, along with a YALS 2007 issue, Get Connected @ your library were shared with the group. One lucky winner walked away with a copy of Gaming & Libraries: Intersection of Services by Jenny Levine.

The discussion group concluded by learning how to play Set Game (available in card and online), Guillotine, and more.

Don’t forget to join the LibGaming google group which is a forum for discussion of gaming and libraries. Also, consult or share your gaming information on Library Success: A Best Practices wiki.

Posted by Kelly Czarnecki

Still looking for Teen Read Week ideas? Physical activity is only one way to active @ your library, and if you’re looking for program ideas, I found MetLife Foundation/ Libraries for the Future project Get Real, Get Fit! to be a great resource. Thanks to library school student Debora Duerksen (who sent me an email inquiring why ALA didn’t have more information about the grant, thus planting the idea for this post) and to Hali Brindel and Marilyn Ratner at LFF for providing data.

Targeted at teens and their parents, Get Real, Get Fit! was announced at the end of 2004, awarded in 2005 and implemented at 41 libraries. The challenge: create an intergenerational dialogue on the benefits of fitness and healthy eating through four or more programs. The program is also an opportunity for partnerships with community organizations, and for marketing the library to a wider audience. Latest data from the Center for Disease Control’s study Prevalance of Overweight Children and Adolescents: United States, 2003-2004 reports that 17% of adolescents age 12-19 are overweight, and several physicians have predicted that today’s adolescents will be the first generation to have lowered life expectancy than their parents, due to poor nutrition and unhealthy, inactive lifestyles.

Based on the tremendous success of the program, LFF will be offering Fit for
Life–also funded by MetLife, this year. Fit for Life, the next phase of the program, focuses on urban library systems. While teens will again be the target audience, Fit for Life libraries will use this population to access the entire family. Twelve systems will receive grants of $5,000 to $20,000; winners will be announced in early October. Library systems will partner with LFF in helping stimulate similar programming throughout the library community on the state, regional and national levels.

You can replicate these model programs in your library’s offerings. Three of the participants won a NCLIS Health Information Awards in 2006.

One key component of Get Real, Get Fit! was the incorporation of the health-related episode of In the Mix, the award-winning topical TV series for teens on PBS. “Fit for Life… Eat Smart and Exercise” is available from PBS for $69.95 and includes a discussion guide and public performance license. During the grant, “Fit for Life” was used as a springboard for and intergenerational discussion about teen lifestyle issues and strategies for forming healthy habits.

Jeanne Farnworth, at the Portneuf District Library, Chubbuck (ID), held a showing of Napolean Dynamite, precluded by a rousing game of kick ball. Over 50 teens attended and stayed to watch the show. “I’m also really conscious of what I serve for snacks at teen events,” says Jeanne. “They eat the healthy stuff just as quickly as the junk food.” The Napolean Dynomite event was just an offshoot of the Get Real, Get Fit project. Jeanne reports that four Get Real, Get Fit events were held, featuring a 1 mile fitness walk, fitness stations, sports samplers and information stations. Many community businesses partnered with the library to provide the events. Each teen that participated got a free pedometer, t-shirt, dental health kit, water bottle and more. Jeanne says “We are planning another fitness event during Teen Read Week- it will be Get Active, Get Healthy @ the Portneuf District Library (featuring similar stations, info booths and a power walk -weather permitting). During that week, are also doing a Get Active Outside w/Frisbee golf,Get Active w/Art event, Get Active w/Games and Get Active w/CSI at the Portnef District Library.”

Sarah Kaufman at Tempe (AZ) Public Library offered four Sunday afternoons health festivals featuring 14-18 booths that offered fitness information, activities and games. Prizes including pedometers, jump ropes and exercise equipment and Dance, Dance Revolution. Physical activities included fitness drills, hula-hoop, hackey sack, situp/pushup contests, and exercising games with yoga and Pilates.

Joyce Pernicone at the North Miami (FL) Public Library reports that “Staying Fit With the Miami Heat Dancers” demonstrated routines while “Hip Hop Aerobics” explained about healthy heart exercises.

Bill Landau at the East Flagstaff (AZ) Community Library, says “Our hiking club and discussion group went very well… Some of the trails we visited were just steps from our door and many of the participants had lived her for years and didn’t even know those trails were there…We drew new people to our library who weren’t even aware there was a Branch library.” A hiking program at Olive Hill (KY) Public Library resulted in computer donations! A park naturalist at Carter Caves State Resort Park led a hike and cave tour; librarian Vickie Rose reports that fitness computer programs will be implemented at both the library and Carter Caves State Park so citizens can assess and monitor fitness goals from either location. Bill says that “the best thing that came from the whole Get Real, Get Fit grant was a core group of teens that have become the Teen Council. Older teens leave and younger teens move in, but it really helped establish this group for us. We had lots of adults who were really jealous of the teen hikes and have asked that we do some for adults who don’t have teens. So we will be scheduling some of these events in the near future.”

Other program ideas from Get Real, Get Fit!:

* Cooking and fitness demonstrations
* Dance, Dance Revolution
* Discussions with health and fitness experts

* Exercise sessions led by fitness experts
* Health festivals
* Hikes
* Hip hop dancing
* Information sessions
* Kick boxing

* Nature walks
* Salsa dancing
* Yoga

If the idea of getting active by playing video games intrigues you, check out the summer issue of YALS, featuring an article by myself and Alissa Lauzon on Dance Dance Revoution at the library.

The YALSA YALSA Teen Read Week web site has lots of other ideas for Getting Physical @ the Library –check it out!

Posted by Kelly Czarnecki

The Gaming Discussion group met on Sunday afternoon-and what a discussion it was! Chaired by Beth Gallaway and co-chaired by Kelly Czarnecki. Many stories were shared from libraries all over the U.S. of how gaming as programs and services are already working. Several people came to the meeting because they knew that’s what teens are interested in, but didn’t necessarily know a lot about gaming. We apologize for the Skype cast and presentation in Second Life having to be cancelled, but the room the meeting was scheduled in did not have wireless capabilities.

The group was in agreement to request the board to take further action to appoint a video game selection committee. Similar to the committees that select the best audio books or DVDs for teens, this selection list would guide libraries to purchase recommended video games for their library.

Other initiatives the Gaming Discussion group will be involved in include:

  • acting as an interest group which would create bibliographies, tip sheets, brochures, and seek to publish articles in publications such as YALS, SLJ, VOYA, or YAttitudes. (of which the last three all have regularly published gaming columns). Jami Schwarzwalder, discussion member, created very helpful brochures that were passed out at the meeting to get us started on resources. Check out the Mario Brothers Memorial Public Library for more info. Handouts on creating Library Runescape teams, created by Chris Rippel, Central Kansas Library System, were also given out.
  • engage in a research component by applying for the Frances Henne grant which would develop a project that would research aspects of teens and gaming.
  • work with the YALSA Technology for Young Adults committee to help with the marketing aspect of gaming for the 50th anniversary celebration of YALSA.

Other ideas shared that felt this discussion group could contribute to:

  • recommendations on gaming equipment for libraries (cost, differences, age attraction, etc.)
  • addressing the shrinkage problem (i.e., games stolen from the circulating collection)
  • youth participation component (teens wanting to run tournaments and creating promotional materials-videos for games)
  • funding ideas and experiences for gaming programs
  • resources such as where to go on the Internet for cheat codes (GameFacts was recommended).
  • how to convince administration that they need to offer gaming programs and services (relate to mission/vision statement, developmental needs and assets, and new literacies)
  • what are other programs and services related to gaming (CosPlays, anime, machinima, fanfiction)

This discussion will also be available as a podcast. Join the LibGaming listserv to ask questions about video gaming at your library. There are over 300 members and this is an excellent resource for libraries and gaming.

Posted by Beth Gallaway

  • Made handouts for presentation & meetings? check!
  • Packed (including umbrella, sturdy shoes, and band aids)? check!
  • Touched base with roommate? check!
  • Boarding Pass printed? check!
  • Hotel confirmed? check!
  • Shuttle reservation made? check!
  • harged cell phone? check!
  • RSVP’d to events? check!
  • Updated itinerary in Google Calendar? check!

Next: Shower. Sleep. Airport!

Gaming Events of Interest at ALA Annual in New Orleans:

Sunday June 25th, 1:30-3:30 YALSA Teen Gaming Interest Group
Hilton New Orleans, Riverside 2 Poydras St
Chequers Room, 3rd floor

The purpose of this discussion is to discuss issues relating to teens and gaming and to develop and disseminate best practices in collections, programming, and related topics in the field of gaming (including video, computer, internet, handheld, mobile, board, card, and miniatures) for young adults ages 12-18. Bring a program to share, a game recommendation, or your questions about starter collections or successful gaming events. Teens are VERY welcome to attend – we could really use their opinions, experience, and expertise to add to the discussion.

Can’t attend? Join in via Skype or Second Life

contact Beth Gallaway
(informationgoddess29 AT gmail DOT com or Kelly Czarnecki (kelly.queenofthejungle AT gmail DOT com for details.

Notes will also be posted on the YALSA blog, and online in our community at

Moderators: Beth Gallaway, Metrowest MA Regional Library System

Waltham MA & Kelly Czarnecki, ImaginOn, Charlotte, North Carolina.

Monday, June 26th, 1:30 to 3:30
LITA: Exploring the Technology of Gaming
Morial Convention Center, Room 286/287

This program will concentrate on the validity, opportunities and
adoption of the provision of adult and teen games as the emerging new

literacy and literature of the immediate and long term future. Gaming
technology represents a fundamental learning and information exchange
of the future and by adopting it, libraries have the opportunity to
get ahead of the curve in an important emerging component of society.
Speakers: Kevin Ferst, Teen Librarian, Jacksonville (Fla.) Public Library;
Matt Gullett, ImaginOn (Charlotte, NC);
Eli Neiburger, Ann Arbor (Mich.) District Library;
Beth Gallaway, Metrowest MA Regional Library System, Waltham (Mass.)

(Although not a YALSA program, it has a strong teen focus, and conflicts only with YALSA selection committee meetings, according to event planner.)

Judy Macaluso TAGS Committee Member Ocean County Library

Reason #1:Simply said working WITH teens is working FOR teens in the most developmentally appropriate and effective way. Teens on their way to adulthood are getting into the game of life – voicing an opinion, formulating an idea, making a plan, taking action, dealing with success and failure and making a difference. Teens want to do – not be done to. That is youth participation and that is what YALSA and Teen Librarians espouse.

Reason #2: Libraries are truly part of their community’s youth development support system. TAG’s are like Scouts, 4-H, Clubs, etc. By practicing youth participation with TAG’s libraries make young lives better – and that’s the whole point – isn’t it? Libraries that make lives better make a community better.

Reason #3: Rapidly changing fads, trends and interests – libraries have to know or they fall flat on their face. Teen Librarians need to be in touch with the unique teens in their unique community with their unique interests. Why have collections, programs and services that do not meet needs. Bottom Line: Libraries need to provide value and meaning by being in touch with the community we serve.

Reading Patrick Jones’s New Directions in Library Services to Young Adults is a great inspiration as well as Diane Tuccillo’s VOYA Guide – Library Teen Advisory Boards. And a valuable websites is http://www.jervislibrary.org/yaweb/TAGs.html

What would reason #4 be from your point of view?

Capturing the Hearts and Minds of the Gamer Generation
John Beck
North Star Leadership Group

March 23, 2006
2:00- 3:15

John Beck is the author of Got Game: How a New Generation of Gamers is Reshaping Business Forever. I am 22, and I must commend him on portraying me perfectly. For anyone who had not read this book, please take the time to at least read Chapter 1. It will help you understand the teens in you life more.

Now to my shameless plug

If you find this program interesting you should join the YALSA discussion group about gaming. Beth Gallaway has posted detailed instructions for logging on, but I will repeat it here.

Go to http://communities.ala.org

Log in with you ALA member number
Go to Discussions in the upper left hand corner
Click on DiscussionsYALSAGaming Discussion Group
You can join at this screen
Next go up to the top and click Discussion.
It’s a Forum, where you can post and respond to messages much like a blog, but all posts are treated equally you can respond more. http://forums.keenspot.com, (Dominic Deegan) and www.insiider.com (Magi-Nation) are ones I used to live on.

If you are not a member of ALA or do not want to participate in the discussion group I would strongly encourage you check out http://groups.google.com/groups/Libgaming and http://libgaming.blogspot.com

Now it begins…

John Beck

Because we are talking about video games today I want to start with a game

Name that tune…
30-40% Raised their hands
Someone went across campus with boombox with the song. 100% knew the tune. Across socio-economic level, race , and

Almost anyone born before 1970

A survey of 7 to 12 years old reported that 100% said they had played since they were 2.

There is a Generation Gap. Much like baby boomers
This one will be larger

Demographically there is a large group of “Millenials”
They have grown up with a new and different technology than their parents didn’t
The Baby Boomers had TV
This generation is about a technology that the parents know nothing about.

Before TV was with Families, Watched together
Now Kids are on the computer by themselves

His charts are from his book, so if you want to see it in more detail check out the book.

He will talk about how these attitudes are different

They aren’t really understood because they think different,

They are statistically significant. Gamers are changing the way things happen.

We retain 10% of what we read. 30% of what we hear 70.8% of what we do.

Games changes people and how they think about the world. It is so interactive.

When the mind is developing these kids are playing games.

They are getting models in game about how the world works.

It takes so much of their attention.

“I have not met a kid that has been diagnosed with ADHD that can’t play for 3 to 4 hours. They may need to get up and move around while playing but the attention thing is not an issue”

Gamer generation caused the dot com boom. It was a new, new thing. IT is just a big video game.

Rules of the era was a giant video game.

You played a twenty something adventurer.

“I really learned a lot in the Dot com boom”

They hit the reset button and start over.

Gamers are very competitive.
Barbie tinker toy are not completive.
Seniors that pick up games, even become competitive

Gamers are more global thinkers( but hey I have friends that I talk to that live in China, Turkey, Holland, and Australia while I’m playing World of Warcraft.)
Even when I was on the forums I would talk to people from around the world that has a similar interest. My communities are online-it is my third place. Age and Residency doesn’t matter, but thoughts, opinions, and reflection matter.

Gamers say they have a need for human relationships, more than the older generation.

They play in groups, they create games that are their own. Thus we are more creative. Less adults tell us what to do. We work it out completely on our own. A game puts a long series of problems to solve in front of you and you have to keep using the tools you have at hand to solve the problem and you know there is an answer even if you can’t find it.

We are great at team building, using others strengths. World of Warcraft Guilds, Gaming Groups, and many boardgames have us working in teams. We problem solve to learn how a group works WHEN WE ARE 11. Sit back and watch World of Warcraft or another MMORPG to see this

Gamers love risk. Life is not fun if you aren’t willing to challenge the world to do the right thing.

Gamers think they are experts at 20. More so than the older generation

Flexible and don’t mind change
In game you don’t know what is going to happen so you are ready at all times. You look for threats, and opportunities.

Have to be hero. They play as the hero in ALL games. Maybe something to do with the self-importance they feel.

We share information about playing games online through our Social Mod (blogs websites, and instant message in the game)

Gamers can be led.

They believe their performance matter. Let them have responsibility and freedom to create something and leave them alone to do it. Or do this yourself. Don’t be afraid to try things, and fail because you will learn from the experience

Gamers are fair. They have a strong sense of morality, thanks to RPGs
They multi task (PEW studies reflect this) We scan for information, moving quickly from task to task very quickly

They enjoy life, I know I want to enjoy my work, and am more productive when I have support and trust of my employer/teacher. I try to make my assignments fun by focusing on something I am interested in. I am not frightened to change everything one day. In many ways, I enjoy the freedom.

The editor of Wired magazine plays on the first floor , and his strategy guides are on the second floor

HE reads the strategy guides to get through the game.

A level boss is at the end of the level. Something that a gamer must slay. We need someone to go to when we need help, but not someone who tells us what we can and cannot do.

In my experience I encounter level bosses in the library world with directors that worry so much about what will happen that they don’t try anything new. I have to have a strategy to get around them, or pass them in order to move on with my new ideas. I hear about these directors all the time.

Nintendo is trying to break out to the other generations with Brian Age. Popular in Japan and coming to the US. It has puzzles like the Sunday paper, and is meant for Seniors, but should be loved by everyone.

Gamers combine six types of attention
Back of Mind
Front of Mind

We pay attention to extremes: Purple hair, and the pretty girl

We have to imagine a car crash, and think how do I not have that happen

Biggest fears: Snakes, Public Speaking, Heights.
Snakes??? Might comes from evolution(Primates only have 7 words-one of them is “snake”), Adam and Eve, or Movies

Used to think eyes didn’t lie. That if you were looking at someone that would show where your attention is.

In college you learn how to stare at the professor and not pay attention. I am not looking at him, and I hope you can say I’m paying attention.

Driving is front of mind back of mind after you learn how. Then you can have conversations and such. I really thing playing video games are the same thing too, because you memorize how to press the buttons. You stop thinking press A to jump and you switch to just press the button when your eyes say jump. It’s a reaction after a while.

Advertising meets aversive: You will die (socially, intellectually…)
Combining Attractive in Aversive increases sales. But don’t be only attractive

Library should have an environment that is
Multi-faceted, Complex, Social, Let them be a hero when they are there, Attention-getting, and even challenging.

Jami Schwarzwalder