Staff engagement and perceptions of video games in public libraries in Aotearoa New Zealand

IF 2.1 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Global Knowledge Memory and Communication Pub Date : 2023-05-12 DOI:10.1108/gkmc-12-2022-0284
Lisette Templeton, A. Goulding
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Abstract

Purpose This paper aims to investigate public library staff engagement and perceptions of video games and video game services. Design/methodology/approach Quantitative and qualitative data on staff video game experiences, perceptions and confidence were collected through an online questionnaire. Findings The results indicate an overall positive perception of video games in public libraries, with 87% of the respondents supporting video games in public libraries. Video game players appear to think more positively about video games and have more general knowledge about them than non-players. They also appeared to be more confident in delivering related services and were more likely to be running gaming-related events. It was concluded that staff attitudes towards video games are not a barrier to their inclusion in public libraries, as found in previous research. Practical implications Encouraging staff engagement with video games may improve their knowledge and confidence in delivering video game services, although further research is required to confirm this. There is a potentially underserved population of those aged 46–84 years, nearly half of whom play video games. Evaluation of this potentially underserved population is an interesting topic for future research. Originality/value To the best of the authors’ knowledge, this was the first survey of public library staff views towards video games in Aotearoa New Zealand, and it updates previous research in light of developments in gaming, gaming technology and the increased focus on public libraries as providers of digital technology and sites of community engagement.
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新西兰奥特罗阿公共图书馆员工对电子游戏的投入和认知
目的调查公共图书馆工作人员对电子游戏和电子游戏服务的投入度和感知。设计/方法/方法通过在线问卷收集员工电子游戏体验、看法和信心的定量和定性数据。调查结果表明,公共图书馆对电子游戏的总体看法是积极的,87%的受访者支持在公共图书馆玩电子游戏。与非玩家相比,电子游戏玩家似乎对电子游戏有更积极的看法,对电子游戏也有更多的了解。他们在提供相关服务方面似乎也更有信心,更有可能举办与游戏相关的活动。结论是,正如之前的研究发现的那样,工作人员对电子游戏的态度并不是公共图书馆将电子游戏纳入其中的障碍。鼓励员工参与电子游戏可能会提高他们在提供电子游戏服务方面的知识和信心,尽管这需要进一步的研究来证实。在46-84岁的人群中,有将近一半的人玩电子游戏。对这一潜在服务不足人群的评估是未来研究的一个有趣话题。原创性/价值据作者所知,这是新西兰奥特罗亚地区公共图书馆工作人员对电子游戏看法的首次调查,它根据游戏、游戏技术的发展以及对公共图书馆作为数字技术提供者和社区参与场所的日益关注,更新了之前的研究。
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来源期刊
Global Knowledge Memory and Communication
Global Knowledge Memory and Communication INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
4.20
自引率
16.70%
发文量
77
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