The Web 2.0 challenge to librariesNicholas Joint
2009 Library Review
doi: 10.1108/00242530910942027
Purpose – The purpose of this paper is to illustrate issues surrounding Web 2.0 technologies and their relevance to libraries by general discussion and examples from library practice. Design/methodology/approach – A broad narrative account of Web 2.0 developments combined with illustrations of how one library in particular reacted to these developments. Findings – It was found that all libraries need to evolve a Web 2.0 strategy to promote this aspect of their services, but that they will need to devise solutions to specific problems as part of this strategy. These include the range of Web 2.0 platforms that are on offer and the authentication and workload issues associated with this diversity. A single, unified library system‐based approach to Web 2.0 is offered as a viable alternative to using disparate external services. Research limitations/implications – This paper does not resolve the difference between a multi‐platform Web 2.0 strategy and the single, unified library system‐based approach, although a preference for the systems‐based approach is suggested. The relative strengths and weaknesses of these two approaches is worthy of further research. Practical implications – At the level of practice, this viewpoint article offers two alternative Web 2.0 strategies which can be applied quite readily in everyday library work. Originality/value – This paper tries to offer a clear range of options for librarians interested in pursuing Web 2.0 services, facilitating successful service enhancement in the working library.
Online book clubs for preteens and teensCassandra M. Scharber; Ann Melrose; Jody Wurl
2009 Library Review
doi: 10.1108/00242530910942036
Purpose – The purpose of this paper is to highlight and examine public‐library‐based, online book clubs for preteens and teens. Design/methodology/approach – Two online book clubs are discussed. Findings – Overall, the online book clubs proved to be a fun, engaging, and convenient activity for preteen and teens. Parents and librarians also found these clubs to be motivating and flexible. Research limitations/implications – This case‐based manuscript would benefit from insights from other libraries that offer online book clubs, further investigation and empirical research. Practical implications – This manuscript offers theoretical grounding and rich, practical details so that other libraries can capitalize and create their own online book clubs. Originality/value – Online book clubs offer a forum that capitalizes on youths' familiarity with computers and new literacy practices while staying rooted in traditional practices. Public library online book clubs are sites of possibility – a medium through which libraries can more readily encourage literate practices in younger generations.
The case for video games in librariesSuellen S. Adams
2009 Library Review
doi: 10.1108/00242530910942045
Purpose – The purpose of this paper is to present a case for including and expanding the use of video gaming in the library to support the educational, recreational and democratizing goals of the institution. Design/methodology/approach – An examination of traditional models of the understanding of libraries and how video games fit into the picture. Findings – Video games can be seen to support educational, recreational and democratizing goals of the library. Practical implications – While many public libraries in the USA use video games for a variety of purposes, there are still many librarians who resist the trend. Even those who see the value of gaming in the library often have a limited view about how video games can be used in the library setting. Originality/value – This paper examines video games in contexts beyond the recreational and young adult uses.
Go back to start: gathering baseline data about gaming in librariesScott Nicholson
2009 Library Review
doi: 10.1108/00242530910942054
Purpose – The purpose of this paper is to develop some baseline data about games in libraries in North America. The term games is taken broadly in this piece to mean all types of games from card and board games to video games. The focus is primarily on public libraries, but there is some discussion of school and academic libraries as well. Design/methodology/approach – There were two surveys done. The first was a phone survey of 400 public libraries, selected at random. The second survey was a Web‐based convenience sample of libraries of different types. In both studies, we asked questions about the support of gaming in the library, the types of gaming programs run in the library, and the goals and outcomes of those gaming programs. Findings – Around 78 per cent of public libraries support gaming of some type. About 40 per cent run formal gaming programs, and about 20 per cent circulate games. The larger the library, the more likely they are to support gaming. The primary goals of gaming in libraries are to attract the underserved, attract current library patrons, and to create a space for social interactions between members of the community. Research limitations/implications – The first study is a random sample and therefore is a statistically significant representation of the population. The second study, being a Web‐based convenience sample, is not statistically representative of a population. Originality/value – This type of baseline data is not available. Understanding how libraries are supporting games is valuable to researchers in asking appropriate questions. In addition, it helps libraries considering adding games to their services to learn how other libraries are doing it.
Making games seriously Creating a peer designed video game for use in library promotion and instructionCarl Cross
2009 Library Review
doi: 10.1108/00242530910942063
Purpose – The purpose of this paper is to describe the initial stages of a year to 18 month project to design and produce a peer designed video game for teenagers for use across Derbyshire Libraries. Design/methodology/approach – The context is set with an overview of educational games focusing on the UK experience before examining both commercial off the shelf and bespoke games in schools, universities and libraries in the USA and UK. Findings – The paper posits a specification it is believed will result in a game which is both educational and fun. Originality/value – Describes the initial development of a peer designed game for young people.
Crashing the Facebook party One library's experiences in the students’ domainJamie M. Graham; Allison Faix; Lisa Hartman
2009 Library Review
doi: 10.1108/00242530910942072
Purpose – Facebook has become one of the fastest growing social networking sites on the Internet. Due to its increasing popularity, using Facebook presents a prime opportunity to engage with students in the virtual environment. The purpose of this paper is to present an overview of the experimental group librarians at Kimbel Library created to try and connect with students. Design/methodology/approach – This paper begins with a brief overview of social networking as well a basic literature review. Although most of the paper focuses on Kimbel Library's experiences with Facebook, a brief survey of 100 academic librarians is also included. The main purpose of conducting the survey was to determine how and if other libraries were using Facebook to connect with their students. Findings – After evaluating the survey it was a surprise to find out that most of Kimbel Library's experiences were consistent with other academic libraries. Although use of Facebook began for the express purpose of engaging with students, it was a surprise how well using this technology allowed professional relationships to develop as well. Results from the survey, as well as suggestions for integrating and improving the usage of Facebook, are also discussed. Originality/value – The value of social networking technology in higher education is still being determined. However, it is evident from the experiences presented that these technologies are here to stay. This paper attempts to address gaps in the current literature about the use of Facebook in academic libraries.
Untangling the relationship between libraries, young adults and Web 2.0 The necessity of a critical perspectiveLucia Cedeira Serantes
2009 Library Review
doi: 10.1108/00242530910942081
Purpose – This paper addresses a gap in the analysis of the dynamic and challenging relationship between libraries, Web 2.0 and young adults, suggesting the relevance of a critical approach. Design/methodology/approach – This paper represents an exploratory literature review with the objective of identifying a possible gap in the way the library and information science (LIS) community is addressing the concept of Web 2.0. Findings – Findings indicate that the research produced in other fields, such as communication or computer science; the way young adults interrelate with new technologies; and the need for collaboration between practitioners and researchers justify and support the use of a critical perspective to analyze the suggested topic. Originality/value – The call for a critical approach to technology is certainly not a novel suggestion in the LIS scholarship; however, its resurgence is extremely relevant for the LIS field because of the significant role that technology is playing in the daily life of the library and its users.