Gaming in Libraries

Why Gaming Makes Sense

The American Library Association highlights that gaming services help libraries serve as a "third place" (beyond home and work/school) where patrons can gather, play, and socialize — supporting recreation, culture, and community connection.

Key Benefits:

  • Helps with engagement, collaboration, and socialization
  • Reaches patron segments who might not participate in traditional programs
  • About 43% of libraries already run formal gaming programs
  • Supports information literacy, creativity, critical thinking, and digital literacy

Insight: Gaming programs go beyond recreation—they can support broader library goals like information literacy and digital skills development.

Types of Gaming Programs

Board Games / Card Games / Tabletop Easy to Start

Often the easiest to implement with relatively low equipment cost, simple set-up, and minimal technical overhead. Includes classic strategy games, modern board games, and tabletop role-playing games like Dungeons & Dragons.

Advantages:

  • Accessible and fosters social interaction
  • Minimal tech issues and good for groups
  • TTRPGs have become popular with teens and adults

Considerations:

  • Need to manage pieces and accessories
  • Space may get noisy
  • Some patrons may resist non-quiet activity
Low CostSocialAll Ages
Video Games / Consoles / E-Sports Higher Investment

Programs using consoles (Nintendo Switch, Xbox, PlayStation) or PCs for in-library play, tournaments, or online multiplayer via platforms like Discord and Twitch.

Advantages:

  • High appeal to teens and adults
  • Can draw new patrons
  • Modern and engaging library experience

Considerations:

  • Higher cost (hardware, games, maintenance)
  • Technical support needed
  • Space and monitoring requirements
  • Security concerns (theft and damage risks)

Tip: Consider locking equipment when not in use and establishing clear policies for usage, time limits, and age restrictions.

High TechPopularTeens/Adults
Gamification / Game-Based Learning

Using game mechanics or games to teach library skills or information literacy. Can include digital or board games as part of instruction, outreach, or collection development.

Advantages:

  • Aligns with educational mission
  • Versatile and can reach multiple age groups
  • Reinforces learning objectives

Considerations:

  • Requires design and planning
  • May need staff training
  • Must be executed well to maintain appeal
EducationalMulti-AgeSkills-Based

Planning Your Gaming Program

Step 1: Assess Community Needs
  • Who are you aiming to serve? (children, teens, adults, families)
  • What library goals do you want to support? (engagement, STEM, digital literacy, entertainment)
  • What space, equipment, and budget do you have?
Step 2: Choose Format(s)
  • Board/card games vs video games vs TTRPG vs hybrid
  • Drop-in, scheduled club, tournament, or instructional
  • Examples: casual board game meet-ups for families, teen video game tournaments, adult RPG clubs
Step 3: Select Games & Equipment

For Board Games:

  • Invest in durable titles
  • Consider age range, number of players, rules complexity

For Console/PC:

  • Decide on system(s), games, multiplayer capability
  • Consider streaming and online options
  • Pick games that map to library outcomes (strategy, collaboration, critical thinking)
Step 4: Develop Policies & Logistics
  • In-library use vs checkout policies
  • Age restrictions and ratings
  • Time limits and supervision requirements
  • Security measures (locking equipment)
  • Plan for missing pieces, wear & tear, maintenance
  • Designate appropriate space and communicate to patrons
Step 5: Promotion & Outreach
  • Promote via social media, library website, in-library signage
  • Consider partnerships with schools, youth groups, gaming clubs
  • Leverage ALA's International Games Month (each November)

Tip: Gaming programs may attract patrons who don't usually attend traditional library programs—make the most of this outreach opportunity!

Step 6: Implementation & Staffing
  • Train staff or volunteers in facilitating gaming
  • Monitor usage and collect feedback
  • Ensure safety and behavior standards are clear
  • Adapt format based on experience
Step 7: Evaluation & Sustainability
  • Collect attendance data and patron feedback
  • Evaluate whether program meets library goals
  • Plan for periodic refresh of games and equipment
  • Budget for replacements

Tips & Best Practices

  • Start Small: Begin with a monthly board game evening before investing in full console set-up
  • Choose Inclusive Games: Consider different ability levels and age ranges
  • Create Welcoming Environment: Gaming should feel like community gathering, not competitive stress
  • Have Clear Rules: Establish language/rating restrictions, time limits, and supervision for video games
  • Designate Separate Spaces: Balance quiet study areas with social gaming spaces
  • Maintain Equipment: Monitor for damage and theft, especially with consoles
  • Blend with Library Mission: Tie game nights with reading clubs, digital literacy sessions, or TTRPGs linked to literature
  • Consider Hybrids: Mix board games, digital games, and gamified activities for broader appeal
  • Adapt to Online/Hybrid: Use online board game platforms via Zoom when needed

Example Program Ideas

Family Board Game Night

Monthly evening where families play board/card games together; library provides a selection of games and staff facilitation.

FamiliesLow CostSocial
Teen Video Game Tournament

Use a console for multiplayer games like Mario Kart or Super Smash Bros; set up bracket, prizes, and registration.

TeensCompetitivePopular
Adult Tabletop RPG Club

Weekly or monthly session of Dungeons & Dragons or other TTRPGs, perhaps themed around popular culture or literary ties.

AdultsCreativeSocial
Drop-In Gaming Lounge

Set aside a space for patrons to drop in and play board games/cards during a certain time slot (afternoon or early evening).

FlexibleAll AgesCasual
Gamified Information Literacy Workshop

Use digital game or board game mechanics to teach library research skills, critical thinking, or media literacy.

EducationalSkills-BasedAll Ages
Online Gaming Community

Virtual sessions using online platforms (Discord, Zoom) for gaming, board game nights, or game development workshops.

VirtualRemote AccessFlexible

Challenges to Consider

  • Budget & Resources: Consoles, PCs, games, maintenance, and updates require ongoing investment
  • Space & Supervision: Gaming generates noise and requires monitoring; balance social space with quiet areas
  • Equipment Security: Game pieces, consoles, and controllers are prone to damage, loss, and theft
  • Audience Segmentation: Some traditional users may resist changes in library environment
  • Licensing & Rating Issues: Ensure age-appropriate ratings and adherence to copyright/licensing
  • Sustainability: Regular programs require planning and ongoing investment beyond one-off events
  • Digital Distribution: Console lifecycles and digital-only games affect long-term viability
  • Accessibility: Design inclusive programs that accommodate patrons with disabilities and non-gamers