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How Public Library Staff Engage with Video Games and Video Game Services

dc.contributor.advisorGoulding, Anne
dc.contributor.authorTempleton, Lisette
dc.date.accessioned2022-03-27T23:59:18Z
dc.date.available2022-03-28
dc.date.available2022-03-27T23:59:18Z
dc.date.copyright2022
dc.date.issued2022
dc.date.updated2022-03-27T23:59:17Z
dc.description.abstractResearch problem – The average age of video game players is above 30 in many parts of the world, but the literature surrounding video games in public libraries often focuses on engaging children and teenagers. This suggests that there may be an underserved population of video game players in public libraries. In addition to this, successful video game ventures require organisers familiar with and knowledgeable about video games. It is unknown whether public library staff in general possess these qualities, or if they are engaged with video game services. This report aimed to investigate how public library staff in Aotearoa New Zealand (NZ) engage with video games and video game services. Methodology – Invitations to participate in an online questionnaire were sent to 20 public library systems and the NZ-Libs email list. Five organisations agreed to distribute the questionnaire to their staff. A sample size of 183 respondents was achieved. Questions were asked about video game experiences, perceptions, and library services. Results – NZ public library staff appear to engage with video games in a similar way to the general NZ population. In addition, there appears to be an overall positive perception of their place in public libraries (87% of respondents supported video games in public libraries). Video game players appear to think more positively about video games and be more aware of their impact on individuals compared to non-players. They also appear to be more confident in delivering related services and more likely to be running related events. Video game services in NZ public libraries seem to largely target younger age groups, mirroring the perceived main target audience for video games indicated by respondents. This revealed a potentially underserved population (video game players aged 46 – 84) for NZ public libraries that offer video game services. Implications – It appears that encouraging engagement with video games may improve staff confidence in delivering video game services, although further research is required to confirm this. In addition, there is a potentially underserved population of video game players aged 46 – 84, who account for nearly half of the 46 – 84 year old population. Evaluation of this potentially underserved population is an interesting topic for future research.en_NZ
dc.formatpdfen_NZ
dc.identifier.urihttps://ir.wgtn.ac.nz/handle/123456789/17990
dc.language.isoen
dc.publisherTe Herenga Waka—Victoria University of Wellingtonen_NZ
dc.rights.licenseAuthor Retains Copyright
dc.rights.urihttps://www.wgtn.ac.nz/library/about-us/policies-and-strategies/copyright-for-the-researcharchive
dc.subjectVideo gamesen_NZ
dc.subjectPublic librariesen_NZ
dc.subjectStaff engagementen_NZ
dc.subject.courseINFO580en_NZ
dc.titleHow Public Library Staff Engage with Video Games and Video Game Servicesen_NZ
dc.typeTexten_NZ
thesis.degree.disciplineInformation Managementen_NZ
thesis.degree.grantorTe Herenga Waka—Victoria University of Wellingtonen_NZ
thesis.degree.levelMastersen_NZ
thesis.degree.nameMaster of Information Studiesen_NZ
vuwschema.contributor.unitSchool of Information Managementen_NZ
vuwschema.subject.anzsrcfor080799 Library and Information Studies not elsewhere classifieden_NZ
vuwschema.subject.anzsrcforV2461099 Library and information studies not elsewhere classifieden_NZ
vuwschema.subject.anzsrcseo890302 Library and Archival Services
vuwschema.subject.anzsrcseo220303 Library and archival servicesen_NZ
vuwschema.subject.anzsrctoa3 APPLIED RESEARCHen_NZ
vuwschema.type.vuwMasters Research Paper or Projecten_NZ

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