Tuesday, December 1, 2020

A Guide to Starting an ESports Program in your Public Library

Koster, A., & Haines, C. (2020). Esports, a guide for public libraries. Webjunction. https://www.webjunction.org/content/dam/WebJunction/Documents/webJunction/2020-08/EsportsGuidePublicLibraries.pdf


Summary:

This guide, created by two MLIS students, outlines in detail the Pottsboro Public Library’s successful Esports program, a term that refers to video games played competitively by scholastic, club, and professional teams.  Funding for 10 gaming computers, as well as a part-time project manager to supervise team business, came from an IMLS grant.  The library worked collaboratively with the local high school, a nearby college (whose Esports club members acted as mentors), and the North America Scholastic Esports Federation (NASEF). Important factors are covered such as technical requirements, how to record and share game footage, as well as privacy considerations. A glossary of terms for video game dummies (like myself) is included, along with suggested games for Esports, and numerous reading resources to educate oneself about the connection between gaming and literacy.


Evaluation:

For anyone knowledgeable about gaming, this provides a clear guide to creating a successful Esports program. Those less “techie” will need to share this information with someone who has more experience and can guide them in their endeavor. I appreciated that this guide also included suggestions for simpler ways that libraries can include gaming as part of their outreach to youth, since not every library will have the resources for such an involved program.  Unfortunately, no ideas were given on how to run such a program virtually during this time of covid closures, but libraries can be planning ahead for the time, hopefully in the near future, when library doors will be open and people of all ages will be eager for social interaction.


No comments:

Post a Comment