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Running Head: USING TECHNOLOGY TO ATTRACT YOUNG ADULTS









Using Technology to Attract Young Adults to the Public Library



Natalie Carlson



Professor Morris



INFO 650 – 900



August 29, 2010

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 2





Abstract



With technology becoming more and more prominent in today’s society, this paper seeks to



explore how public libraries are utilizing technology to reach out to and attract young adult



patrons, a user group that has been frequently overlooked in the past. A review of literature and



survey is provided to offer consideration as to how public libraries are currently expanding their



traditional services to appeal to teenagers. Possible future implications for public libraries are



also briefly discussed.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 3





Using Technology to Attract Young Adults to the Public Library



Introduction



Young adults are a library user group with unique needs (Gorman & Suellentrop, 2009).



According to Jason Reed (2008) the attention of the library is given to the youngest members of



the community and adults, but little attention is paid to the “middle age group” of young adults.



Reed states, “Young adults have traditionally been underserved customers at public libraries,”



(2008, p. 63). In his 2007 article, “Connecting Young Adults and Libraries in the 21st Century,”



Patrick Jones agrees, stating that public libraries often view teen services as special. Reed goes



further to state, “In general, teen collections and services are the last to be instituted and the first



to be cut” (2008, p. 64). According to a 1995 National Center for Education Statistics survey,



despite the fact that young adults make up approximately one quarter of public library patrons,



89% of public libraries do not have a young adult librarian. Sixteen of the 47 libraries surveyed



by Bishop and Bauer in 2002 had no specific areas for young adults or young adult materials



(Bishop & Bauer, 2002). Libraries have the potential to provide many teenagers with a solid



foundation for their lives, if they view serving teens as a priority. Thankfully, as we enter the



second decade of the 21st century, more public libraries are realizing the value in providing



young adult services (Gorman & Suellentrop, 2009). However, today’s teens are different than



in generations past. They are device-oriented, using technology from everything to locate



information to communicate with friends (Todd, 2008). This led me to the focus of my research.



This paper is devoted to answering the following question: How are public libraries utilizing



technology to attract and retain young adult patrons?



Literature Review

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 4





According to D’Elia, Abbas, and Bishop (2007), 30.5% of youth surveyed had not visited



their public library at all within the previous year. Youth who had and used Internet access at



home visited the library less frequently than those who did not have access at home. The public



library was the least frequently used source of Internet access, with only 5.4% of respondents



stating that they used the public library frequently for Internet access (D’Elia et al., 2007). “The



percentage of youth who had visited the public library were lower among male youth, youth with



an overall grade les than C, Hispanic youth, Black youth and youth of mixed racial ancestry,



youth whose parents’ highest level of educational attainment was high school graduate or less,



youth attending public schools, and urban youth” (D’Elia et al., 2007, p. 2195). D’Elia et al.



concluded that the use of the Internet seems to have diminished young adults’ need to use the



public library as a source of personal information (2007). Jason Reed (2008) agrees, stating that



since today’s teens have easy access to more information than ever before, it is natural for them



not to see a need in the library, at least in its traditional form. Todd (2008) found that college



students are using the library less, instead relying on search engines to conduct research;



furthermore, young adults report to be more satisfied with personal web searching than with



librarian-assisted searching. For this reason, public libraries need to offer services for teens that



will show them the value of the library as an institution beyond those of traditional information



research. The research indicates that most public libraries are doing this in two ways: through



the Web, and/or video games.



Research indicates that 90% of children ages 5-17 use computers, and 59% use the



Internet (Todd, 2008). In 2010, the Pew Internet and American Life Project found that 93% of



teenagers between the ages of 12 to 17 go online (Lenhart, Purcell, Smith, & Zickuhr, 2010). The



first step towards connecting young adult to the library can be as simple as developing a library

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 5





website for teens. Bishop and Bauer (2002) found that while librarians ranked their web page



eleventh in terms of effectiveness, teens ranked the library websites as the fifth most effective



tool. According to Hughes-Hassell and Miller (2003), even though young adults make up one



fourth of library users, only about 20% of public libraries have library websites designed to meet



the needs of teens. Seventeen million youth between the ages of 12 and 17 use the Internet for



entertainment and communication. Many award-winning websites that study participants visited



bored them because they were developed by adults using their own criteria as opposed to



conforming to the information preferences of teens (Hughes-Hassell & Miller, 2003). Library



web pages can act as important centers for reference, educational support, popular materials and



community information, as long as teens use them. Currently, there is a gap between what



teenagers value about the web and what libraries are providing (Hughes-Hassell & Miller, 2003).



“Teens want clean, easy-to-use sites that aren’t overloaded with text. Young adults ask for sites



they can use to interact with other teens and library staff, take quizzes, submit reviews, play



games, look up information, post messages and comments, get current information on library



programs, and more” (Bolan, Canada, & Cullin, 2007, p. 42). Interactivity is a definite plus in



the eyes of teenagers today. By offering online summer reading, the Prince William County



Library increased participation by 70%, and the number of reviews increased by 500% (Bolan et



al., 2007). And, not only do interactive components, such as chatting and instant messaging



attract teens, they also allow teens to “connect positively with peers and adults, to determine



their value systems, to be socially competent, to improve their self-image, and to learn a new



skill or topic” (Hughes-Hassell & Miller, 2003, p. 152).



Another way that libraries can attract and retain young adult patrons is through the



application of Web 2.0 principles. Web 2.0 is a platform where the user has control of the

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 6





information provided. Some of the elements that define Web 2.0 are the things that make it so



attractive to teens; these elements include featuring user-generated content, treating users as co-



developers, and offering customizable interfaces (Curran, Murray, & Christian, 2007).



According to Todd (2008), Web 2.0 is central to teens’ lives today, rivaling even television. The



most popular of the “children” of the Web 2.0 movement are the social networking sites. The



Pew Internet and American Life Project found that 73% of American teens now use social



networking sites. More than four in five teens aged 14-17 use social networking sites, and a little



more than half of teens aged 12-13 use social networking sites (Lenhart, et. al., 2010). Forty-



three percent of online teens use social networking sites daily, and 23% more use such sites



weekly (Mahoney & Laszczak, 2009). In 2010, Hardacre found that 47% of teens polled use



Facebook and 35% use MySpace. Why the popularity? According to Jones, the Web 2.0



movement is a reaction of youth watching to actively create and interact with their media, rather



than being passive consumers. Social networking provides youth the opportunity to participate



and contribute (Jones, 2002). Social networking is an important part of the socialization process



of today’s teens; libraries that want to reach teens cannot ignore it (Agnosto & Abbas, 2009).



Social networking websites offer teens a sense of ownership over the content of the web,



therefore, making them more passionate about the sites (Curran et al., 2007). Through social



networking, public libraries can reach more young adults where they are (Agnosto & Abbas,



2009). Social networking sites not afford libraries the opportunity to promote library events, but



they can also garner teen input or use them as reference portals (Agnosto & Abbas, 2009; Bolan



et al., 2007). When surveyed, teens stated that they would like their libraries to provide IM and



Facebook reference services (Hardacre, 2010).

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 7





Another way that public libraries are reaching out to young adults is through video



games. Do video games have a place in the library? Absolutely! As a whole, the gaming



generation currently represents ninety million people (Levine, 2006a). According to the Pew



Internet and American Life Project, 97% of teens ages 12-17 play video games. And, it’s not



just boys. Ninety-nine percent of boys play video games as well as 94% of girls (Lenhart,



Kahne, Middaugh, Macgill, Evans & Vitak, 2008). The Pew Internet and American Life Project



also found that 31% of teens game every day (Lenhart et al., 2008). Mahoney and Lasczak



(2009) found that 60% of the teenagers they polled played video games every day.



Despite what people may think, video games are not just a waste of time. Playing video



games is often a social experience for teens, playing with their off-line friends or gamers they



meet on-line (Lenhart et al., 2008). Much like DVDs and music, video games have become a



legitimate format for many library users, young and old alike (Levine, 2006b). The benefits of



video games reach beyond simply socialization. According to Eli Neiburger (2007) literacy can



be defined as the ability to decode meaning from symbols, and when playing a new video game,



players must rapidly decode and decipher the unique symbols of the game. Video games also



encourage text literacy to succeed whether it is through reading text on a screen or researching



manuals and “cheats” to beat the game. Furthermore, Neiburger claims that gaming helps to



develop spatial reasoning and interface literacy (Neiburger, 2007).



Literacy is growing problem among today’s young adults. While by the 1980s, nearly all



of American young adults were considered literate, fluency among young adults remains a



serious issue. Studies show that young adults have great difficulty applying information to more



complex tasks (Gordon & Gordon, 2003). As of 1994, the U.S. Departments of Education and



Labor found that while 80% of all jobs in the high-tech workplace require fluency of at least 12th

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 8





grade in reading, math, comprehension, and application skills, about 48% of adults fail to meet



this criterion (Gordon & Gordon, 2003). In order to succeed in tomorrow’s workforce, young



adults need to be not just literate, but information literate: able to recognize when information is



needed and have the ability to find, evaluate, and use the needed information effectively



(Eisenberg, Lowe, & Spitzer, 2004). According to Squire and Steinkuehler (2005), “Game



cultures promote various types of information literacy, develop information seeking habits, and



production practices (like writing), and require good, old-fashioned research skills, albeit using a



wide spectrum of content” (p. 38). Playing video games help young adults to create their own



identity, use their imaginations, collaborate with others, understand different cultures, and



develop a sense of design principles that they can then connect to other text and media (Sanford,



2008). Video games are interactive and mentally stimulated; most importantly, video games are



a great way to entice young adults into the library. Once teenagers are in the library, they can



see all of the other programs and services the library has to offer them. According to Reed



(2008), 20-30% of teens involved in video game tournaments had never been to the library.



Once teens were involved with library gaming, they became more involved with other library



programs. Take the Carver Bay Library as an example; when their gaming program first began



in May of 2006, 40 out of 550 high school students joined the club. Within one month, the club



consisted of 60 members with 20 of them regularly checking out books (Reed, 2008). When the



Central Mississippi Regional Library System began a gaming program, 100% of people surveyed



stated that they would “very likely” visit the library in the future, and almost 50% stated that they



had checked out additional materials. Within a year, the CMRLS had issued 8,952 new library



cards to their targeted audience of boys ages 10-17 (Vance, 2009). According to Squire and



Steinkuehler (2005), gaming brands the library as a technically advanced community site while

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 9





offering librarians insight into youth culture; bringing video games into the library raises interest



among young adult users and establishes relationships between the library and young adults



(Squire & Steinkuehler).



Survey Results



The Mahwah Public Library is located within suburban Northeastern New Jersey, about



forty minutes outside of New York City. The Mahwah Public Library serves the approximate



24,000 residents of Mahwah Township, as well as any members of the 73 neighboring



communities that are a part of the Bergen County Cooperative Library System. As of 2008,



approximately 3,000 residents of Mahwah could be classified as young adults between the ages



of 10-19 (“Mahwah Township,” 2008).



The mission statement of the Mahwah Public Library states, “The Mahwah Public



Library is a public institution whose purpose is the free exchange of ideas and information. The



Library will endeavor to provide materials and media for the interest, enlightenment and



entertainment of its patrons. The Library respects the rights of all who may wish to avail



themselves of its many offerings, that are made available to all on an equal basis as provided by



Library Board Policy” (“Mahwah Public Library,” n.d.).



Since my research was focused on the user group of young adults, I asked the Maureen*



(pseudonym), the Young Adult Librarian, to complete my survey. When speaking with



Maureen, one quickly learns that the Mahwah Public Library is a library that values technology.



It offers a variety of technological services to staff and patrons, including blogs, social



networking, online image sharing and YouTube (see Survey in Appendix). While advances in



new technologies are often hindered by lack of funds or insufficient time or professional



development, Maureen does her best to use the technology that she does have available to reach

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 10





out to her teen audience. For example, Maureen has set up a Facebook account and year-round



blog for teens to check out and contribute to (see Survey in Appendix). While she does not have



a specific young adult collection of video games, last September she did implement a “Gaming



Club” using her own console and games. Space and funds are limited, but with a new director in



place, she hopes that she will be able to expand on her young adult services. She has already



purchased DVDs for an “Anime Club” that she started and has just recently began receiving



funds to collect young adult audio books (see Survey in Appendix).



In terms of future trends for public libraries, Maureen believes that libraries will become



more and more technologically advanced, a challenge that she looks forward to. She also states



that teen services are becoming more noticeable. While she admits that technology will change



libraries, Maureen believes that libraries will be able to keep up with the advances and still



remain important to patrons (see Survey in Appendix).



Maureen’s survey responses, particularly pertaining to teen services, seem to strengthen



the research findings stating that today’s public libraries are using technology, particularly in the



form of social networking and video games, to attract young adult patrons and keep them coming



back for more. Luckily, Maureen is dedicated to the task of reaching young adult patrons, and



she has a director who also realizes the value in building a relationship among this group of



users.



Conclusion



According to Jean Costello (2009), “America desperately needs an institution dedicated



solely to the public good, that serves all of its citizens equitably, promotes genuine community,



and fosters a healthy, integrated sense of recreation and self-improvement” (“The Right



Change,” para. 1). Public libraries are in a position to be that institution, but in order to fulfill

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 11





that potential, libraries cannot afford to overlook their young adult patrons. Young adults today



are different. According to Mark Herring (2008) they are at risk of becoming “poorly educated”



and “rapidly growing allergic to text-based materials” (p. 47, 48). So, why should we care?



Young adults are the future, both of society and of the public library (Hughes-Hassell & Miller,



2003). Libraries must build a relationship with young adults in order to support their healthy



development and to ensure the future of the public library (Hughes-Hassell & Miller, 2003;



Jones, 2007). With budgets already in jeopardy, how can we expect to survive in years to come



if a whole generation does not value what we offer? Attracting young adults is more than just



stocking the shelves with popular titles or buying comfortable chairs; the library has to alter its



services to reach out to the teens who view the library as that musty institution where you have to



be quiet. Many public libraries are accomplishing this through the use of the web and video



games. When they incorporate these elements, public libraries are not “dumbing” down their



services. Research indicates that social networking encourages healthy social development and



gaming supports the development of critical thinking skills, problem solving skills, and



information literacy (Agosto & Abbas, 2009; Sanford, 2008; Squire & Steinkuehler, 2005).



Libraries are institutions run for the people, funded by the people. Where will libraries be when



today’s young adults, who see no value in the library, are in the position to defeat our budgets?



My vision of the future of public libraries is bright. I believe that libraries will continue



to move forward embracing new technologies and incorporating such technology into their



programs and services. I believe that, in the future, more libraries will follow the lead of the



Mahwah Public Library and use technology to reach out to teens in an effort to show them the



value of the public library. While the services and materials might change, books and journals



may be replaced by e-resources and BluRay may replace DVDs, I believe that the public library,

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 12





as an institution, will always remain a community center for knowledge, entertainment, and



socialization for people of all ages, races, and walks of life. One of the greatest things about the



public library is that it has something to offer everyone. In the case of teens, we may just have to



do a little more to show them what we have to offer, but once they see the value, they will



become lifelong learners and lifelong supporters.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 13





References



Agosto, D. E., & Abbas, J. (2009). Teens and social networking: How public libraries are



responding to the latest online trend. Public Libraries, 48(3), 32-37.



Bishop, K., & Bauer, P. (2002). Attracting young adults to public libraries. Journal of Youth



Services in Libraries, 15(2), 36-44.



Bolan, K., Canada, M., & Cullin, R. (2007). Web, library, and teen services 2.0. Young Adult



Library Services, 5(2), 40-43.



Costello, J. (2009). An inflection point for American public libraries. In the Library with the



Lead Pipe. Retrieved from http://www.inthelibrarywiththeleadpipe.org



Curran, K., Murray, M., & Christian, M. (2007). Taking the information to the public through



Library 2.0. Library Hi Tech, 25(2), 288-297.



D’Elia, G., Abbas, J., & Bishop, K. (2007). The impact of youth’s use of the Internet on their



use of the public library. Journal of the American Society for Information Science and



Technology, 58(14), 2180-2196.



Eisenberg, M. B., Lowe, C. A., & Spitzer, K. L. (2004). Defining information literacy. In



Information literacy: Essential skills for the Information Age (2nd ed.). (pp. 3-11).



Westport, CT: Libraries Unlimited.



Gordon, E. E., & Gordon, E. H. (2003). Literacy: A historical perspective. Principal



Leadership, 47, 16-21.



Gorman, M., & Suellentrop, T. (2009). Technology. In Connecting young adults and libraries



(4th ed.). (pp. 287-307).



Hardacre, M. (2010). Teens talk tech. Young Adult Library Services, 8(2), 29-30.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 14





Herring, M. Y. (2008). Fool’s gold: Why the Internet is no substitute for a library. Journal of



Library Administration, 47(1/2), 29-53.



Hughes-Hassell, S., & Miller, E. T. (2003). Public library websites for young adults: Meeting



the needs of today’s teens online. Library and Information Science Research, 25, 143-



156.



Jones, P. (2007). Connecting young adults and libraries in the 21st century. Aplis, 20(2), 48-54.



Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008). Teens,



video games, and civics. Pew Internet & American Life Project. Retrieved from



http://www.pewinternet.org



Lenhart, A., Purcell, K., Smith, A., & Zickuhr, K. (2010). Social media and mobile Internet use



among teens and young adults. Pew Internet & American Life Project. Retrieved from



http://www.pewinternet.org



Levine, J. (2006a). The gaming generation. Library Technology Reports, 42(5), 18-23.



Levine, J. (2006b). Why gaming? Library Technology Reports, 42(5), 10-17.



Mahoney, K., & Laszczak, K. (2009). Teen Tech Week survey results. Young Adult Library



Services, 7(2), 10-12.



Mahwah Public Library. (n.d.) Retrieved August 9, 2010 from http://tiny.cc/pjhs2



Mahwah township, Bergen County, New Jersey. (2008). Retrieved July 13, 2010 from



http://tiny.cc/ua6f7



Neiburger, E. (2007). Games…in the library? School Library Journal, 53(7), 28-29.



Reed, J. (2008). Young adults, video games, and libraries. Bookmobile Outreach, 11(1), 63-78.



Sanford, K. (2008). Videogames in the library? What is the world coming to? School Libraries



Worldwide, 14(2), 83-88.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 15





Squire, K., & Steinkuehler, C. (2005). Meet the gamers. Library Journal, 130(7), 38-41.



Todd, R. J. (2008). Youth and their virtual worlds: Research findings and implications for



school libraries. School Libraries Worldwide, 14(2), 19-34.



Vance, D. M. (2009). Playing games for fun and learning @ your library. Mississippi Libraries,



73(1), 11-13.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 16





Appendix





Public Library Services Survey



Thank you for agreeing to take this survey about the future of public library services and



about new technologies for library services. It should take you roughly 15-20 minutes to



complete.









General Library Information



1. In what state (or country if outside of the U.S.) is your library located? (type in the box below)





New Jersey









2. How many people reside in your service population?





Less than 1,000

1,000-2,499

2,500-4,999

5,000-9,999

10,000-24,999

X 25,000-49,999

50,000-99,999

100,000-249,999

250,000-499,999

500,000+

Not sure/Don’t know

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 17







Technology Training & Needs



3. Does your library use any of the following technologies:





Yes,

Yes, internally No, Not sure/

externally for

for staff not at all don’t know

patrons



Library website X X

Blog(s) X X

Wiki(s) X

Social networking (e.g. Facebook, X X

Online image sharing (e.g. Flickr) X

MySpace)

RSS feeds X

Social bookmarking (e.g. Delicious, X

Podcasts X

Furl)

YouTube X

LibraryThing X

Other (please specify):



Error! Not a valid

Other (please specify):



Error! self-

bookmark Not a valid

Other (please specify):

reference.Error! Not a valid

bookmark Not a valid

Error! self-

bookmark self-reference.

reference.Error! Not a valid

bookmark self-

4. What technologies do you feel are most critical to meeting your patrons’ needs online (including,

bookmark self-reference.

reference.Error! Not a valid

but not limited to, those listed above)?

bookmark self-reference.

We rely on scholarly databases such as JerseyCat, Reference USA, and databases provided



within our whole library system which provide information in the form of magazine, newspaper



and journal articles.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 18





5. Are there barriers that prevent you from implementing new technologies in your library, such as



insufficient staff time, limited funds, or a lack of professional development opportunities for staff?





X Yes

No

Not sure

If yes, please explain.









Mainly limited funds, however all of the above reasons apply to some degree.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 19





The Future of Public Libraries



6. Over the past few years, have online library services, such as chat reference and online renewals,



affected the services that you provide within the library building? If so, how?





We don’t provide online chat reference. We do offer online renewal services, and our



patrons seem quite happy with it.









7. Has the recent increase in the kinds and amount of information that is available online affected your



work over the past few years? If so, how?





Yes. I’ve had to become more aware of newer databases and software programs, and also



with keeping up with updates and installations more often on my section’s computers.









8. Does your library provide any services via online social networking tools, such as Facebook,



MySpace, or YouTube? If so, please describe these services.





Yes, Facebook. I have created a Facebook “fan box” on my Teen Blog and use this social



networking tool to keep the teens informed of upcoming events, etc., I let them comment



on the page as well. The Teen Blog is the only area where this application is used in our



library however.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 20





9. How do you think your job is likely to change over the next five years?





I believe that I will be expected to keep up with the changing technological times as well,



and become more knowledgeable with the various databases, social networking sites, and



software programs that are becoming available each day. This is a task that I am more than



willing to tackle however.









10. How do you think your library’s collection is likely to change over the next five years?





I believe that we may begin to include BluRay DVDs and digital readers, and/or “playaways”



that patrons can borrow. But it is my hope that our book budgets do not decrease to



incorporate these new products.









11. How do you think your library’s public services are likely to change over the next five years?





We are in the process of adding an addition to our library, so for one thing we will be able to



provide even more programming for our patrons. Because we will be including more



“study” rooms in the new design as well, we will be better able to offer space to the many



tutors who utilize our library. Our new Director has stated that he would like to see more



computers, and more databases become available to our patrons as well.









12. What do you see as the likely future trends for public library services in general?

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 21





Libraries will and are becoming more technologically advanced for one thing and also many



libraries are becoming more user friendly by providing a café or bookstore atmosphere as



well. Teen services are becoming more noticeable as well.









13. What do you see as the major roles of the public library in today’s society?





Since the economy has changed drastically in the last few years, we do have a lot of people



coming in to use our resources to help them find employment for example. Also, many



libraries have experienced an increase in circulation, and program attendance since many



patrons are having “staycations” nowadays. Our library has experienced an increase in



these services as well.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 22





14. How, if at all, do you think these roles of the public library might change in the future?





I believe that libraries will need to become more technologically advanced to keep up with



the changing times, but libraries will still be important to the patrons.









Demographics



15. What are your areas of specialization? (Check all that apply.)





X Reference services (e.g., information assistance, readers’ advisory, etc.)

X Technical services (e.g., cataloging, acquisitions, etc.)

X Systems, database or network management (e.g., website maintenance, IT support, etc.)

Library administration

X Children’s or young adult services

Other (please specify): Error! Not a valid bookmark self-reference.Error! Not a valid



bookmark self-reference.



16. How long have you been a librarian in a professional-level position?





Less than a year

1-3 years

4-9 years

X 10-20 years

More than 20 years







17. What is your highest educational degree?





Bachelor’s degree

X Master’s degree

Doctorate

Other (please specify): Error! Not a valid bookmark self-reference.Error! Not a valid



bookmark self-reference.

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 23





18. Age:





25 and under

26-34

X 35-44

45-54

55-64

65 and over







19. Are you:





Male

X Female









THANK YOU!





Follow-up Questions





How is your library using technology to reach out to and attract young adult patrons?





Actually, we have a new Director who is really interested in reaching out to teens



and other patrons as well and seems to want to use as many technological means as



possible. He just started last month, so we haven't had too many changes yet, but



one thing we've talked about is the possibility of stationing more laptops in my



Teen Section. Hopefully we will have better equipment with the most up-to-date



software as well so we can accommodate even more teens.







Right now, what I've been doing for a while is to use blogging and Facebook as a

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 24





means to inform my teens of new items added to the collection, upcoming programs,



etc.,. For the last two summers, I created a special blog for the teens to use as



part of their summer reading club challenges. It was very popular, so I decided to



create a blog which I specifically use during the school year. Now a lot of the



teens know to look at the blog to keep up-to-date. About 6 months or so ago, I



added the Facebook box and our list of fans has really grown. I really like this



feature because a lot of teens log in everyday and I can keep them updated.







That's about it for now, but again with our new Director, I believe we're going to



be moving ahead very soon.









Do you use video games in the library to attract young adults, either through circulation or



hosting gaming events?





I can't believe I forgot to mention that. Duh on my part. I think the Children's



Department might now have a small collection of games that they circulate. I'm



hoping in the future that I might be able to start a circulating video game



collection as well. I've only recently been given a small budget to buy audio books



for teens, but I'm hoping to build a decent collection. I also buy DVDs for an



"Anime Club" that I started four years ago, and I'm hoping to keep building upon



that collection as well.







I started a "Gaming Club" last September which runs every other Thursday. I had

USING TECHNOLOGY TO ATTRACT YOUNG ADULTS 25





been bringing in my own "Wii" system, but I was able to pick one up for the library



when it was on sale. Because of lack of a proper place to store it however, I bring



it back and forth to the library from my home. I also use my games or allow the



teens to bring in some of their games as well. I'm hoping that this way of doing



things will change soon however.







One more thing. Right now I don't really have a budget or the space to buy CDs that



would be shelved in a dedicated teen space. I will be getting some shelving



however, so I'm hopeful that if I can budget things properly, that I might be able



to start a teen CD collection as well.



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