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Teens, Technology, Gaming & Libraries

Teens, Technology, Gaming & Libraries. Kristin Starnes Corvallis-Benton County Public Library kristin.starnes@ci.corvallis.or.us. Teens: Born Digital. Flickr.com. Teens Know Technology. Teens spend an average of 11.5 hours online Yet…

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Teens, Technology, Gaming & Libraries

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  1. Teens, Technology, Gaming & Libraries Kristin Starnes Corvallis-Benton County Public Library kristin.starnes@ci.corvallis.or.us

  2. Teens: Born Digital Flickr.com

  3. Teens Know Technology • Teens spend an average of 11.5 hours online • Yet… • Given the choice, teens prefer real friends (91%) to online friends (9%) • Date someone from school (87%) over someone from the Internet (13%) • Shop in a store (82%) to shop online (18%) • Still, teens would rather get their locker vandalized (63%) than their homepage (37%) • IM a friend (54%) over calling (46%) • Pew Internet.org

  4. Marketing Your Stuff • Don’t just add tech “stuff” to look cool. • How can technology enhance what you already have/do? • Create & manage your library’s spin. What are people saying about you? • Bloglines www.bloglines.com

  5. How do I know what’s cool, especially if I’m not?

  6. Follow YPulse!

  7. Pop Culture Sites

  8. Go, Go Gadgets! http://tametheweb.com/ http://www.infodoodads.com http://www.walkingpaper.org/ http://blog.wired.com/

  9. Teens Use Gadgets • Access information, communicate with others and experience media anywhere they go. • 84% of teens indicate they own at least one personal media device. (Desktop, laptop, cell or PDA) • 44% have more than one! (www.pewinternet.org)

  10. Gadget Comparison • 32% of teens own laptops vs. 30% of adults. (CBSMarketwatch survey June 2006) • 45% of teens own mp3 players vs. 20% of adults.

  11. Texting & Talking • In 2007, 16 million teens were cell phone subscribers. (from MultiMedia Intelligence) • 91% of female teens had cell phones • 78% of male teens had cell phones • 54% of 8-12 year-olds will own cell phones by the end of this year (BIGresearch) • 48 billion text messages were sent in the month of December 2007 alone. (clickz.com & multimediaintelligence.com)

  12. Send circulation notices via text message. Alert teens to programs at the library. Create mobile versions of library’s catalog and web page for access via mobile devices. (Mobi:http://mtld.mobi/) Impact for Libraries? iPhone app – DC Public Library

  13. Be Where the Teens Are!

  14. Twitter

  15. Instant Messaging (IM) AOL MSN Yahoo! Google Talk

  16. IM & Teens • 1 in 3 teens use their cell phone to IM. • Send IMs from their social network profiles. • 55% of teen IM users have used IM to do homework.(Only 22% have used IM for dating!) • 43% use IM to say things they wouldn’t say in person. • Multi-tasking: They’re also uploading photos, updating their blog or profile & researching for school while sending IMs. • (AP-AOL IM Trends Survey, 2007)

  17. IM for Reference OSU Libraries

  18. Social Networking

  19. Social Networking • 95% of online teens say they have belonged to a social networking site at some point. • Popular with older teens – especially girls. • Most teens use privacy settings to keep strangers, parents and other adults from seeing “sensitive” info. • 66% of teens say their profile isn’t visible to everyone. Nearly half say they give false info to protect themselves – or as a joke. • Teens use SN sites to learn about music, movies, events, other websites, and products to buy… (YPulse.com, Alloy Media & PewInternet.org)

  20. The Nitty Gritty • Follow your library’s mission statement. • Talk to the powers that be: (The Board, the IT guys & the Teens!) • Create a social networking policy. Post it & follow it!

  21. Blogging • 64% of online teens create content online • Many remix content online with their own. • 35% of teen girls blog (20% of boys) • 54% online girls post photos (40% boys) • Nearly half of online teens have posted photos where others can view them. • Boys are much more likely to post videos. • http://www.pewinternet.org 2007 Report

  22. Teen Services Blogs yalibrarian.com yalsa.ala.org/blog/

  23. Author Blogs

  24. Online Safety & Cyberbullying • Girls are more likely than boys to be targeted by strangers. • 32% of online teens have been contacted by strangers…7% have felt threatened. • Many teens limit access by others to their content online. • One third of wired teens have been the target of cyberbullying. • Pew Internet.org

  25. Media Programming Podcast Reviews:http://www.spl.org/default.asp?pageID=audience_teens_podcast Teen Library Council news, reviews

  26. Pictures of You • Use photo-sharing sites to: • Promote your library • Give a virtual tour • Document a program • Highlight a display • Host a virtual program • Don’t forget photo releases!

  27. Music: Playlists & iMix

  28. Video Contests & Reviews • Summer Reading contestshttp://teens.denverlibrary.org/media/youtube.html • Summer Reading promotion • Library promotion – library channel • Teen Library Council or Book Club reviews • Staff or teens reviewing books • Virtual programming • Library tours

  29. Video Contests Cirque du Freak - Pima County Public Library Watch this "That's My Take" trailer about the book Cirque du Freak by Darren Shan. Vampire Kisses - Pima County Public Library Watch this "That's My Take" trailer about the book Vampire Kisses by Ellen The Giver - Pima County Public Library Watch this "That's My Take" trailer about the book The Giver by Lois Lowry. Why Vote? YouTube Video Contest Create a video about voting! Why is it important to vote?

  30. Virtual Worlds: Second Life & Teen Second Life

  31. Teen Second Life – What is it? • “Teen Second Life is an international gathering place for teens 13-17 to make friends and to play, learn and create. In Second Life, teens can create and customize a digital self called an "avatar," fly through an ever-changing 3D landscape, chat and socialize with other teens from all over the world, and build anything from skyscrapers to virtual vehicles. It’s more than a videogame and much more than an Internet chat program – it’s a boundless world of surprise and adventure that encourages teens to work together and use their imaginations.” (teen.secondlife.com9.14.08)

  32. Teen Second Life: Promote & Party!

  33. Small Sampling of Teen Second Life Projects: • Second Life Library: Info Islandhttp://www.infoisland.org (Alliance Library System) • Public Library of Charlotte & Mecklenberg Counties: http://www.plcmc.org/teens/secondlife.asp • Global Kids Online Leadership Programs • Unicef’s Machinima Summer Camp 2007http://www.youtube.com/watch?v=JkqT42G7Ffo • Chicago’s Field Museum summer camp“I Dig Tanzania”http://www.youtube.com/watch?v=CZ6CuoHob9E

  34. Gaming

  35. Gaming: Quick Facts • U.S. computer & video game sales were $9.5 billion in 2007. • 65% of U.S. households play computer or video games. • Average gamer is 35 years old. • 40% of gamers are female. • 94% of gamers under 18 say their parents are with them when they purchase or rent games. • 64% of parents believe games are a positive part of their children’s lives. (Entertainment Software Association – www.theesa.com)

  36. More Statistics • 83% of kids, 8-18, have at least one video game player in their home. (Kaiser Family Foundation, 2005). • Xbox Live has over 6 million users. (Xbox Live.com) • 10 million World of Warcraft subscribers • As of late 2007, PlayStation 2 ranked #1 in video game console use. Followed by: • Xbox • Xbox 360 • GameCube • Wii • PlayStation 3 • Other (Nielsen Media Research)

  37. Ideas to Fit Your Library • Gaming programs for teens. • Videogame collection. • Host a teen gaming blog. • Contests with gaming gift. cards/games/equipment as prizes! • Gaming tournaments. • Monthly MMPORG (massively multiplayer online role-playing games) nights. • Xbox Live tournaments. • Machinima programs.

  38. Getting Started • Used library’s digital projectors • Initially purchased 2 PS2s. • First Game Night in spring of 2004. • Games: • Rented • Personal copies of staff

  39. Teen Game Night • Grew into monthly and biweekly programs at main and branch libraries. • Occasional after-hours events & Xbox Live tournaments. • Snacks! • 3-5 gaming stations going at any given time. • 3 games projected • 2 games on TVs

  40. Total Equipment • PlayStation consoles • Xbox consoles • DDR Mats • Guitar Hero Guitars with game • Nintendo Wiis • digital projectors • TVs • Rock Band set • Screens

  41. Involving Teens • Teens come early to help set up. • Teens bring in own consoles and games. • Teens give us suggestions for purchase. • Teens network with each other!

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