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TEEN VIDEO GAMING NIGHTS, by Danville Public Library Director Barbara Nolan

On July 17, 2006, the Danville Public Library approved a new strategic plan.  One of the main issues that came out of the plan is the need for better outreach to our teen population. One of the objectives we have implemented is holding several gaming nights with amazing success.

Our first Teen Video Gaming Nights were held on April 3 and April 5.  On our first night, we brought in 50 students, and on the second night, we saw 70. Most of the teens were boys—a difficult group to attract to the library.  Some hadn’t been in the library before.  Some hadn’t played either Dance Dance Revolution or Guitar Hero before; some were experts and brought their own guitars—and friends to compete with.

On the first night, we had two gaming stations operating simultaneously—Dance Dance Revolution and Guitar Hero II.  The DDR contest was finished first and participants then joined in with those playing Guitar Hero.

On the second night, many teens returned, bringing more of their friends.  Based on the suggestions we had received from the previous event, we implemented a bracket system for the Guitar Hero II station so that the competition felt more like a tournament.  One boy, when told that all the first games would be songs from the Easy category, said, “I don’t know if I can play the Easy ones—I’m too fast!”  Based on the popularity of Guitar Hero II, we decided to have both stations run the same game with the DDR competition concluding the evening.

Members of our Teen Advisory Board served as emcees for the two games.  Teen Services Committee members from the staff—Mike Boedicker, Sue Daugherty, Vonna Bley and me with help from Children’s Department assistant Lisa Abdelghani—set up the room and the refreshments, kept score, handled technical problems, handled crowd control, and referred questions about the rules to the teen members.  We gave $10 Chamber Dollars to four winners in each game. 
  
We are still tallying the results from the questionnaire that the teens filled out, but the majority heard about the events from their friends; over half of the respondents already used the library (which means that nearly half were attracted to the library by this event!); and nine expressed an interest in serving on the Teen Advisory Board.  One teen asked me if we were going to hold the video gaming nights every Tuesday and Thursday.

On the concluding night of the event, one of the mothers told us that she’d be happy to volunteer.  She said that she takes her kids to different events and activities like ours because she wants them to have different experiences and she “didn’t want to lose them to the streets.”


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A questionnaire about Teen Video Gaming Nights showed that over half of the respondents already used the library, which means that nearly half were attracted to the library by this event! Nine expressed an interest in serving on the Teen Advisory Board.  One teen asked if the library was going to hold the video gaming nights every Tuesday and Thursday.



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