Assignment X: Let’s Build Together!

Let’s Literally Build Together! 

Two children playing on a tablet together.

Participatory service resonated with me based on my current work at my library. Not only have the resources on participatory service provided inspiration for future offerings at my library, they have also reaffirmed a recent programming addition; specifically, one offering tweens a space to play video games (ahh, the dreaded screen-time!). While such programming is definitely not new and offered at various libraries, I was hesitant to introduce mine as a program already existed, albeit for teens. My program, however, would focus exclusively on Minecraft. Being the overthinker that I am, I worried that parents would question the program as playing the game didn’t provide an apparent promotion of literacy; the tweens we surveyed were definitely on board but the survey did not ask about how their parents felt about Minecraft or other video games.

Ultimately, in my proposal for the program, I highlighted that the program would encourage community, creativity, and allow tweens the chance to create a social contract on the Realm (a Minecraft subscription allowing 11 players to play together). Also motivating the creation of this program was my desire to allow all tweens, no matter the background, the opportunity to use a Switch and play Minecraft. During our last meeting, in which we were two players away from capacity, these processes were realized. I heard parents talk about how this was the first time since summer break started that they had been able to see each other, both children and parents, and how they were unaware that their children could all play together through Minecraft Realms. Meanwhile, the kids were busy on the world building temporary dirt houses and venturing off together.

Reading about the San Francisco Public Library’s “The Mix”, reminded me about the Library’s power as a free public space through its ability to break down barriers to cost by providing such programming (O’Brien, 2019). The article also introduces the SFPL’s hanging out, messing around and geeking out (HOMAGO) approach and the recognition that youth will engage with the library on a higher level eventually but first, they have to get comfortable in order to do so (O’Brien, 2019). This concept provides me further comfort in knowing that participation in the program could translate into continued use of the library and it is my deepest hope, with any programming that I host, that I am able to get people to fall in love with not just our library, but all of them, if they aren’t already.

Group of adults meeting at a library.

A Blueprint for Communication? 

A chalkboard with the words "Take Our Survey" written on it.

Very recently, my supervisor and I have been brainstorming ways in which we can obtain patron feedback on suggestions for adult programming. Our brainstorming resulted in an updated paper survey asking patrons what programs they’d like to see offered at the library and their availability. Also included were questions to identify frequent users of the library, any obstacles that prevent users from accessing the library, and which platforms/means of communication users engage with to learn about our programs and events. During our brainstorming, we also determined that we should create more videos for our social media to try and build more engagement with our existing audience and to capture new followers.

While very simple, in this context, the resources for participatory service resonated with me as they reminded me of the various channels of communication available to us to interact with our patrons. Our library has an Instagram, Facebook, and Substack, all of which can be used in combination with the traditional paper survey. Additionally, while focusing on the pitfalls of the sharing of special collections on social media, Sarah Werner’s article reminded me of the importance of refocusing one’s goals when posting on social media such as bringing in targeted audiences or sharing the work from behind the scenes (2020). Recently, when it comes to posts, I have found myself obsessing with the popularity of the post rather than its impact on those who view it. I am grateful for Werner’s article as it has eased my “this needs to perform extremely well” mindset when it comes to posting. As highlighted by Werner, while a post may not be hugely popular, it could still be helpful for those that do view it (2020). Likewise, while I may not always reach new users or reach high like counts, it is important to consider users that we already have and the benefit they receive from our posts.

Two women looking at a phone screen.

Looking to the Future! 

The Sun hitting the horizon with grass framing the picture.

As with most things recently, it feels as if I have been in the right place at the right time. I was not anticipating the participatory service module to show up at a time when my coworker and I have been wondering how to further involve patrons in the creation of programs nor in my own doubts about existing programs. The readings have provided me guidance and reassurance and I am absolutely excited about the opportunity to apply what I have learned and approach future tasks with a new perspective, especially for social media and other communication channels with our patrons.

References

O’Brien, C. (2019, June 24). How San Francisco’s public libraries are embracing their changing role. Shareable. https://www.shareable.net/how-san-francisco-public-libraries-are-embracing-their-changing-role/

Werner, S. (2020, July 31). How to destroy special collections with social media. Sarahwerner. http://sarahwerner.net/blog/2015/07/how-to-destroy-special-collections-with-social-media/

 

3 Replies to “Assignment X: Let’s Build Together!”

  1. Hi Eric, thanks for sharing your experience! It’s great to hear that your Minecraft program for tweens is going well so far. It sounds like it will be a great social resources for both tweens and their parents during the summer. I feel that older generations often view social media and video games as the ultimate end of social life, but they can also be tools for younger generations to socialize. For example, if two tweens who have never met before find out they play the same video game, they can connect over this shared interest. In fact, a previous study I’ve read found that social media can be a more accessible platform for socialization for people with mental health conditions like anxiety or depression (Kowert & Daniel Jr., 2021). You’ve inspired me that the library can be an excellent safe space to properly educate people of all ages on the benefits and downsides of technology like social media and video games.

    References
    Kowert, R. & Daniel Jr., E. (2021). The one-and-a-half sided parasocial relationship: The curious case of live streaming. Computers in Human Behavior Reports, 4. https://doi.org/10.1016/j.chbr.2021.100150

  2. Hi again, Eric! I’m using your Minecraft program as inspiration for my Innovation Strategy and Roadmap. May I ask the name of your library so I can make reference to it? If you’re not comfortable with that, I can refer to your work as “Eric Cruz-Ramirez’s Program”.

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