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Xbox, libraries -- a perfect fit

I WAS dismayed by the March 11 Ideas article, "Come for the Xbox, stay for the books," which implies that gaming programs in libraries are only good to lure in teens so that we can put books in their hands.

Teens today are platform agnostic. Stories and information, regardless of format, are the core of the modern library, and today's learners must be fluent in all formats, not just traditional ones.

Gaming is not an activity to undertake "in an effort to lure teens and build a base of lifelong patrons" but rather to contribute to teen development in much the same way the children's library has done for youth: through best practices-based research.

Gaming meets the developmental needs of adolescents established by the National Middle School Association through socialization, creative expression, and physical activity. Teen gaming programs build relationships between peers and with adult mentors. Further, programs requested and produced by teens are an opportunity to participate meaningfully within their community.

Rap, gaming, and MySpace are significant to our teen patrons right now, and we should support these pursuits not because teens will be taxpayers in 10 years, but because their interests and their needs matter today.

BETH GALLAWAY
Hampton, N.H.

The writer is a library trainer/consultant.

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