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





