Get Into Gaming

About

91´«Ã½

Project Description: This ambitious proposal to move tween/teens beyond merely playing games, and to immerse them in a physical, creative, visual, and written game creation process to foster artistic, literary, and media literacy has many unique components, including a computer building workshop that addresses a level of
technical analysis and critical planning skills in a practical hands-on effort seen in no other proposal.

Target Population: Teens & Tweens ages 10-18

Project Design: Activities include:
· A board game modification program with a “create from scratch” option
· Classes to teach teens to develop and write game storylines and to design their own professional-grade video games
· An interactive Choose Your Own Adventure (CYOA) program for participants to write and construct CYOA novels and have the opportunity to play a live-action CYOA game, each tween choosing his or her own path
· Console RPGs gaming as research
· A hands-on workshop to teach teens the fundamentals of designing and building gaming PCs
· Podcasting workshops will teach teens to write, produce, and post podcasts featuring book and video game reviews
· An. This interactive Alternate Reality Game that will use the real world to immerse players in a fictionalized narrative quest involving geocaching. Development of a collection of 50 gaming novels to be used in a traveling display for GIG events., complimented by bookmarks, book lists, and booktalks will be developed to market this circulating collection of novels

Project Goals:
· Increase traditional programs attendance by 50%
· Increase in gaming participation by 30%
· Improvement of written/verbal skills
· Increase in knowledge of game story structure and design

The Library will partner with:
· Boys and Girls Club
· The Marshall White [Community] Center
· Youth Impact [Community Center]
· local schools

Awards Won

Title Year
Libraries, Literacy and Gaming Grant

91´«Ã½

These grants were awarded to libraries that clearly demonstrated creativity, capacity, sustainability and a strong commitment to literacy-related gaming services.

2009 - Selection(s)