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Teen Fandom and Geek Programming

A Practical Guide for Librarians
Authors:
Publisher:
 2018

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!



Bibliographic data

Copyright year
2018
ISBN-Print
978-1-5381-0752-2
ISBN-Online
978-1-5381-0753-9
Publisher
Rowman & Littlefield, Lanham
Language
English
Pages
154
Product type
Book Titles

Table of contents

ChapterPages
    1. Contents No access
    2. List of Figures No access
    3. Preface No access
  1. Chapter 1. Major Fandoms No access Pages 1 - 16
  2. Chapter 2. Starting a Fandom or Geek Club No access Pages 17 - 24
  3. Chapter 3. General Geek Club Program Ideas No access Pages 25 - 34
  4. Chapter 4. Fandom Clubs and Programming Ideas No access Pages 35 - 44
  5. Chapter 5. Gaming Clubs and Lock-Ins No access Pages 45 - 58
  6. Chapter 6. Anime Clubs No access Pages 59 - 70
  7. Chapter 7. Fan-Fiction Library Programs No access Pages 71 - 76
  8. Chapter 8. Cosplay Programming in the Library No access Pages 77 - 88
  9. Chapter 9. STEM Programming through Fandoms No access Pages 89 - 104
  10. Chapter 10. Large-Scale Geek Events No access Pages 105 - 120
  11. Chapter 11. Collection Development and Geek Programming No access Pages 121 - 130
  12. Chapter 12. Inclusivity in Geek Programming and Collections No access Pages 131 - 136
  13. Appendix A. Icebreaker BINGO Game No access Pages 137 - 138
  14. Appendix B. Sample Library Lock-In Note No access Pages 139 - 141
  15. Appendix C. Infrared Wand Craft No access Pages 142 - 144
  16. Appendix D. Sample Partnership Agreement for Libraries and External Organizations No access Pages 145 - 146
  17. Appendix E. Sample Large-Scale Event Budget No access Pages 147 - 148
  18. Index No access Pages 149 - 152
  19. About the Author No access Pages 153 - 154

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