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Carvers Bay (SC) Branch Library: Gaming the Way to Literacy (August 2006)   
If you thought gaming in libraries is only for the big-city systems, take a look at this library next to a corn field in rural South Carolina.
@OCLC 2006

A new library for a new century

Innovation happens in the most surprising places. If asked which US library is pushing the envelope on introducing interactive computer gaming in public libraries, how many would look to the most rural, poor, and isolated corner of a county in South Carolina? And if informed that this corner of the library world has a 30% illiteracy rate, a 15% unemployment rate, a poverty level exceeding 30% with up to 90% of school kids eligible for free or reduced-rate lunches, and a meager 2% rate for library card registration, what odds would you give that it can even keep its doors open?

CarversBay (SC) Branch Library
The new library opened its doors in May 2006. The corn field next door belies the sophistication of the technology within. Photos by Felicia Vereen of the SC State Library.

Although the brand new Carvers Bay Branch of the Georgetown County Library System has its demographic challenges, it also has some visionary leadership, strong community support, and a bit of prodding from the primary funders. When director Dwight McInvaill approached the Frances P. Bunnelle Foundation to help build the new facility, the grantors pushed back with a request for something more than just books—something more cutting-edge; McInvaill responded rapidly with the gaming proposal. Having only opened its doors for the first time on May 13, 2006, this infant library stepped immediately into the fast lane of technology with the aim of reaching a new generation of library users. Not only is the building designed to be “a reader’s haven” full of books, natural light, and comfortable chairs, it is a gamer’s heaven with 10 Xbox 360s, 8 dedicated Dell Dimension 9150 gaming PCs, an auditorium with a 120”screen and surround sound, and more.* That’s an intense concentration of high tech in a place with only 7000 residents.

Where’s the literacy?

Located next to the middle and high schools, the library is physically convenient for the Carvers Bay teens, but director Dwight McInvaill knows that it takes more than proximity to get the kids through the doors. Gaming is the key. The library has extended its hours until 7 PM most nights to accommodate the students’ schedules. However, McInvaill intends for the new library to have an impact on the low literacy and high dropout rates, so he’s applying a few rules to the video game lure, linking reading with gaming. In the spirit of the game, kids can aspire to different levels of accomplishment.

Gaming consoles at the Carvers Bay Library
The gaming consoles are filled to capacity. The library extended its weekday hours until 8 PM in order to accommodate the teens' school schedules. Photo by staff member Beverly Smith.

Level one: Any individual can use the games for two hours/week (“Just enough to whet the appetite” says McInvaill.)

Level two: Extra gaming time is earned by joining the Gaming Club.

  • Joining requires:
  • a current library card
  • good standing (no serious misbehavior)
  • a commitment to checking out four items/month, two of which must be books

Level three: Once in the Club, points are accumulated to be eligible for additional gaming time, group gaming parties, special prizes (headphones, memory units, gift certificates), or use of the conference room with the 46" TV.

  • Points are earned by doing at least one of the following:
  • writing book reports
  • attending an after-school program
  • participating in a youth service organization
  • embracing other positive, self-improvement activities

Although all funds for the gaming program come from the Bunnelle Foundation, the efforts are augmented by an exciting collaboration with the school district and the youth services organization Service Over Self. The school is using part of the grant to offer enrichment classes on some unconventional topics like photography and music as well as providing courses in test preparation. Service Over Self is helping to coordinate everything and is offering students the opportunity to do community service with the possibility of earning scholarships for college.

A touch of reverse mentoring

Carvers Bay Library: at the circulation desk
Hired to set up and assist the gaming program, high school senior Truman Winn (third from left) puts 12+ years of gaming experience to good use. Photo by Paul Carter of the Georgetown County Library.

This is all very promising so far, but how can you guarantee that the games and equipment will be compelling enough to today’s very discerning teens? Enter Truman Winn, the high school senior hired as the Gaming and Technology Assistant for the Carvers Bay Branch Library. Winn thinks he’s in a teen dream job—getting paid to play video games; his employers think he’s the perfect candidate for the job. Winn beat out college grads and older applicants with more work experience because he had just the right mix of technical know-how, interpersonal skills, and thirteen years of deep gaming experience. After all, he’s been a gamer since the age of four! He helped the library select the equipment and the games and set up the networks, and now he works with the gaming patrons.

The gaming program is ramping up nicely. As soon as the library opened in May, 40 youngsters joined the Gaming Club out of a potential pool of 550 high school teens. A month later, the number was up to 60, with 30 % of them checking out books to fulfill their commitments. Approximately 90% of the members of the computer club currently are African-American male teenagers, a very important demographic group to engage in using public library services in rural Georgetown County. McInvaill anticipates that things will really pick up when school recommences in August. He is already noting the positive energy of the program. “Isn’t it great to see the excitement on the faces of these young men? They actually think that being in the public library is really cool, indeed!”

Indeed! Carvers Bay Library is playing for some high stakes here –significant increases in literacy and brighter futures for the residents of the area. McInvaill anticipates that things will really pick up when school recommences in August Beyond the door counts, the real measures of achievement of the program will only be revealed over time. In the meantime, we’ll be rooting for all of the players in this library success game.

[Editor's note: If you want to see what other libraries are doing with interactive gaming, check out the listings on the Library Success wiki.]

See also the 2008 Summary of Effort and Result for the Carvers Bay Digital Arts Experience

* The complete equipment list

  • 10 Xbox 360s
  • 1 unit in the Conference Room, connected to the 46” LCD television and 5.1 Surround Sound audio system
  • 1 unit in the Auditorium connected to the overhead LCD projector with a 120” screen and 7.1 Surround Sound audio system
  • 8 units with High Definition video and audio signals, 2 wireless controllers, Dolby headphone stereo adapter, 4-port headphone distribution amplifier, and 2 headphones
  • 8 Dell Dimension 9150s Gaming PCs
  • With 2G memory, high-end graphics card, and a 20” wide aspect flat panel display
  • Coming soon: Dolby headphone stereo adapter, 4-port headphone distribution amplifier, and 2 headphones for each unit
  • 6 Children's Computers
  • Planned for near-term acquisition: child-sized computer carrels with special software configurations modeled after systems in use in other branches (provided by the Gates Foundation)
  • 120 Data Ports
  • Including strategically located CAT-5 cabling and allowance for future wifi ports Intended to provide maximum flexibility for regrouping of systems for LAN Gaming Parties


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