Teen fandom and geek programming : a practical guide for librarians

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Where to find it

Information & Library Science Library

Call Number
Z718.5 .R64 2018
Status
Checked Out (Due 5/15/2024)

Authors, etc.

Names:

Summary

Fandom and geek programming has exploded in libraries in recent years. From anime-themed library lock-in events, cosplay contests, and video game tournaments, to an annual Harry Potter Yule Ball, libraries have embraced their inner geek and are hosting a wide variety of fandom programs. For those librarians who have no idea about the importance of Doctor Who, or the Star Trek vs.Star Wars debate, planning for such programming can seem daunting. Teen Fandom and Geek Programming: A Practical Guide for Librarians covers major fandom and program themes, as well as real-world event, club, and program ideas to help librarians provide this type of programming to their communities. Specifically, detailed coverage is provided for: -Major fandoms, including superheroes, anime, Harry Potter, Dr. Who, Sherlock, and video game fandoms including MMOGs, Nintendo, and RPGs -Fandom clubs -Fanfiction programming -Cosplay programming -STEM programming through fandoms (graphic design and art; video editing and design; 3D printing) -Large-scale geek events -Promoting inclusivity through geek programming Use the tips and how-to knowledge in this practical guide to get more teens into your library

Contents

  • List of Figures p. xi
  • Preface p. xiii
  • Chapter 1 Major Fandoms p. 1
  • Chapter 2 Starting a Fandom or Geek Club p. 17
  • Chapter 3 General Geek Club Program Ideas p. 25
  • Chapter 4 Fandom Clubs and Programming Ideas p. 35
  • Chapter 5 Gaming Clubs and Lock-Ins p. 45
  • Chapter 6 Anime Clubs p. 59
  • Chapter 7 Fan-Fiction Library Programs p. 71
  • Chapter 8 Cosplay Programming in the Library p. 77
  • Chapter 9 Stem Programming through Fandoms p. 89
  • Chapter 10 Large-Scale Geek Events p. 105
  • Chapter 11 Collection Development and Geek Programming p. 121
  • Chapter 12 Inclusivity in Geek Programming and Collections p. 131
  • Appendixes
  • A Icebreaker BINGO Game p. 137
  • B Sample Library Lock-In Note p. 139
  • C Infrared Wand Craft p. 141
  • D Sample Partnership Agreement for Libraries and External Organizations p. 145
  • E Sample Large-Scale Event Budget p. 147
  • Index p. 149
  • About the Author p. 153

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