Nintendo Switch – Gaming in libraries.

I recently experienced the  Nintendo Switch ‘Just Dance 2020’ game and found it rewarding, it was fun and the physical exercise is an added bonus. Nintendo Switch and other games would be an added attraction to encourage young people to visit the library, as we have a high proportion of the community in a low socioeconomic group, providing games give them the opportunity to engage with their peers and have access to technology.  Public libraries play a central part in shaping the participants and parameters of the public sphere (Williamson, 2020,  p. 545). This game allows up to six players and besides having a great time it also provides exercise while interacting with others. Gaming would also provide an opportunity to work in partnership with other groups and organisations, who service young adults, for assistance with the activities (International Federation of Library Associations and Institutions, (IFLA), 2020, p. 3). An example would be inviting a health organisation to speak about the importance of diet and exercise or Headspace an organisation that promotes how healthy habits can improve your mental health.

I have improved my understanding that libraries assist young people in achieving a successful transition from childhood to adulthood giving access to resources in an environment that meets their needs for emotional and social development (IFLA, 2020, p. 3).

Nintendo Switch can be used as a handheld or a TV-based console and the detachable ‘Joy-Con’ controllers give motion control similar to Wii’s and many of the multiplayer titles work well in libraries. There are two options for the Switch the  ‘Joy-Con’ controllers come in a variety of colour combos to add style to your Nintendo Switch or the more typical gaming option the Pro-controller (Hoenke, 2018).

 

Gaming is an important part of growing up and to keep up with technology libraries should include games in their programs (Werner, 2013).  They may start as a simple card game such as ‘Snap’ and progress to more complicated games and then online. The Nintendo Switch can be a great asset to the library as children interact with others of similar ages in the community.  Justin the librarian provides a list of games available that work well with libraries and recommends there should be a Nintendo Switch available at all times for patrons use. He also provides a list of games on his site. The games should be available to borrow as well.  The City of Sydney Library also has consoles available for borrowing.

Gaming attracts youth to the library (Macchion & Savic, 2011, p. 19) so including Nintendo Switch and other games to the library, young people will increase their participation and the library provides an exciting environment. While the young people are in the library staff can encourage them to become involved with other library resources and services (Nicholson, 2013, p. 352). I have learned from Williamson (2020, p. 552) and IFLA’s Guidelines (2020, p. 3) the importance of creating an area just for young adults that reflects their lifestyle and does not disrupt other patrons of the library. Our library has recently advertised for a children’s librarian and hopefully, this new staff member will have the skills and knowledge to provide all engagement with young people, not just the acquisition of resources. The library must also provide youth development giving the young adults an opportunity to participate in implementing the programs and start a youth volunteer program (IFLA, 2020, p. 3). Providing the opportunity to select and display materials gives positives benefits in promoting library services and resources to increase library use (IFLA, 2p020, p.  4). Our library has received funding from Public Libraries of NSW  to refurbish the library including new technology, with youth space and study pods and creating an inviting outdoor reading and activity space. On recent outreach events and online, community feedback has started the planning process.

References

Hoenke, K. (2018). Nintendo Switch a guide for public libraries. https://justinthelibrarian.com/2018/09/21/nintendo-switch-a-guide-for-public-libraries/

International Federation of Library Associations and Institutions. (2020). Guidelines for library services for young adults.  https://www.ifla.org/files/assets/libraries-for-children-and-ya/publications/ya-guidelines2-en.pdf

Macchion, F., & Savic, N. (2011). Youth: An exchange of ideas for public libraries. Australasian Public Libraries and Information Services, 24(1), 17-22. http://search.proquest.com/docview/857924000?accountid=13552.

Nicholson, S. (2013). Playing in the past: A history of games, toys, and puzzles in North American libraries.  The Library Quarterly, 83(4), 341-361. http://scottnicholson.com/pubs/playinginthepast.pdf

Werner, K. (2013). Bringing them in: Developing a gaming program for the library. Library Trends, 61(4), 790-801. https://muse-jhu-edu.ezproxy.csu.edu.au/article/517533

 

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