The Playing in the Library: Video Game and VR Services e-forum was held on July 11-12, 2023. Joy DuBose, an Associate Professor and the Cataloger for Special Collections/ Projects at Mississippi State University, and Lauren Haberstock, Director of the Genesis Lab Maker Space and Academic Center for Excellence and Librarian for Emerging Technologies and Digital Projects at Pepperdine Libraries, served as the co-moderators for the forum.
The forum invited attendees to discuss and learn about various topics involving video games and VR. These topics included but were not limited to: video game and VR offerings at other institutions, identifying the unique ways these technologies can meet user needs, discussing challenges in offering these services, exchanging programming and engagement ideas, and more. The forum highlighted not only these topics but also the problems participants may face in adding these materials to their institutions and possible solutions. Participants from public, school, and academic libraries contributed to the discussion from institutions all across the United States.
The first day of the forum focused on video game systems and services provided by libraries. Participants shared the unique selection of gaming systems and materials available at their institutions and what they would like to see their institutions acquire in the future. This led to a conversation about security concerns and solutions reached by institutions, with several helpful links to security products shared. Many participants shared that budgetary constraints were a limiting factor, with many participants further constrained by tax-exempt purchasing practices. Finally, participants shared success stories of video game outreach programming, such as SuperSmash Bros or Mario Kart tournaments, that went well and partnerships with external stakeholders, such as local NFL players, to foster engagement and drive attendance.
The second day of the forum focused on virtual reality systems and services provided by libraries. Participants shared information about the VR headsets and programs offered by their institutions. This led to a discussion around VR as an emerging technology and the reticence some institutions face when investing in dynamic platforms and systems, particularly when facing limited or decreasing budgets. Participants shared the hurdles faced when promoting VR services to faculty and students at academic institutions and suggested approaches that have worked for them. Overall, the discussion on both days was informative and insightful for learning and sharing more about the video game and virtual reality services offered by libraries.
Summary: The Playing in the Library: Video Game and VR Services e-Forum
