June 2025 | Volume XLIII, Issue 2 »
Literacy and Gaming in the Library
June 2, 2025
Rose Cayer, Berwyn Public Library (current), Winfield Public Library (formerly)
Libraries are sometimes thought of as only book repositories, but that is no longer true. In addition to traditional books, many libraries now provide a variety of materials to patrons, including video games. Far from just being a way to attract patrons who are not interested in reading, gaming helps build many types of literacy skills, often in ways that traditional reading does not; for example, visual, media, and social literacy skills can be developed by gaming. Additionally, gaming can help build one’s capacity for empathy. Providing video games in libraries offers patrons a way to develop these skills and become more empathetic. Readers’ advisors also have increased options for promoting books related to gaming when video games are part of the library’s collection. This can be done actively by making suggestions to patrons who prefer gaming over reading or vice versa, and passively with booklists and displays, all of which can promote reading and literacy.
THE SHARED BENEFITS OF READING AND GAMING
Some of the benefits of books and video games overlap with one another. Gaming can immerse people in stories, improve communication, and increase their capacity for empathy (National Literacy Trust, n.d.). The same is true for books (Practical Psychology 2018).
When gaming, people play through a virtual experience that they have not actually been through, which is similar to what happens to many people when they read. By gaming or reading from the perspective of another person, people can see the world through a new viewpoint, which in turn helps increase their capacity for empathy (Practical Psychology 2018). Empathy is a key quality for communicating and connecting with others, and both reading and gaming can help build and strengthen it. These benefits are forms of discovery that help gamers and readers alike learn about the world, which, in addition to promoting literacy, are a goal of many libraries (American Library Association, n.d.).

GAMING AND LITERACY
Although it may not initially appear that playing video games improves literacy, research indicates that gaming is an excellent way to develop one’s literacy skills. Gaming has been shown to increase interest in reading and writing, improve confidence in reading skills, and help reluctant readers to improve their literacy skills (National Literacy Trust, n.d.). Even the physical aspects of gaming, like visual stimulation, can improve literacy skills (Kleiboer 2022) because video games require gamers to pay attention to both what is in their direct line of sight and text that pops up near the edge of the screen. By consistently needing to read and understand text that suddenly appears in their peripheral vision, gamers improve the speed that they read familiar and new words (Kleiboer 2022).
In addition to building literacy skills, video games offer a fun alternative to traditional reading that may attract reluctant or struggling readers. Gaming has been shown to jump-start literacy skills in those who struggle with reading due to learning disabilities like dyslexia (Brooks 2018). On-screen text in video games can help gamers practice reading without being consciously aware of doing so, which reduces the intimidation some may feel about reading books (Brooks 2018). For struggling or reluctant readers, video games and non-traditional reading materials may be a better approach for building reading and literacy skills. Those who become invested in a game may seek out more information related to it, including reviews, blogs, and fan fiction (Saeed 2021). This has the potential to go one step further, with gamers reading books about topics featured in a game’s story, rather than accessing non-traditional reading materials about the game itself. Video games not only help gamers indirectly practice reading and build literacy skills, but can spark an interest in both traditional and non-traditional reading materials. Providing both books and video games in the library makes it easier for patrons to expand their interests and read more widely.
Having video games in the library’s collection also provides librarians with a non-traditional, but relevant, readers’ advisory option. Readers’ advisors can suggest books related to the stories in video games to patrons who are reluctant readers or gamers who have developed an interest in topics covered in a games’ story. Alternatively, readers’ advisors can suggest video games that promote visual, media, and social literacy to readers who are looking to try something new. Displays and booklists about video games in the library’s collection are passive ways for readers’ advisors to promote many types of literacy skills.
With the rapid technological changes happening in the world, the literacy skills necessary for navigating the world are also changing (Games & Gaming Round Table, n.d.). In addition to knowing how to read and understand traditional printed materials, visual literacy, media literacy, social literacy, and empathy are important in modern society, and gaming can help build these skills (Games & Gaming Round Table, n.d.).
PROMOTING GAMING IN THE LIBRARY
Given the popularity of games and the benefits they offer, many libraries have added video games and board games to their collections. But what if your library doesn’t offer games for checkout? One way to offer gaming without a games collection is through programs. Library gaming programs can be high-tech and use computers or gaming consoles, or low-tech and involve board games, card games, or role-playing games like Dungeons & Dragons or Warhammer.
This summer, the Winfield Public Library is having many gaming-related programs to go along with the iREAD summer reading theme, Level Up at Your Library. The Winfield Public Library is a small library with no games collections, computers, or gaming consoles, so they are going low-tech for their summer reading programs. The Adult Programming Librarian, Dawn Leardi, is leaning away from gaming culture and instead embracing activities that can be done as a family or in large groups, including a family game night and a games-themed trivia night. These programs offer something for patrons who want to participate in summer reading programs but are not immersed in gaming culture.
As the former Young Adult Services Librarian at Winfield Library, I planned many programs for teens this summer that directly and indirectly involve gaming. Programs indirectly involving gaming include learning how to make snacks for game nights from a professional chef and a workshop where teens will learn to draw their own characters. For teens who are interested in joining the video game industry someday, I invited a former game designer who now teaches game design and development at the local community college to speak at the library. Teens will also get to play one-shot Dungeons & Dragons campaigns and games that promote information literacy.
Of course, there are many more ways to incorporate gaming into library programs, and they need not be confined to this summer. Gaming is a fun way to bring patrons into the library and help them develop their literacy skills. With the popularity of gaming and the wide variety of games, libraries have ample opportunity to offer them to patrons.
REFERENCES
- American Library Association. n.d. “Gamification.” Accessed December 3, 2024. https://www.ala.org/future/trends/gamification.
- Brooks, A. 2018. “Video games are being embraced as literacy tools.” Perspectives on Reading (blog). June 2018. https://www.perspectivesonreading.com/video-games-support-literacy/.
- Games & Gaming Round Table of the American Library Association. n.d. “Why have games in libraries?” Accessed December 3, 2024. https://games.ala.org/why-have-games-in-libraries/.
- Kleiboer, Brooke. 2022. “Playing video games may enhance reading skills.” Phys.org. March 8, 2022. https://phys.org/news/2022-03-video-games-skills.html.
- National Literacy Trust. n.d. “Video games and literacy.” Accessed December 3, 2024. https://literacytrust.org.uk/information/what-is-literacy/video-games-and-literacy/.
- Practical Psychology (@PracticalPsychologyTips). 2018. “10 surprising benefits of reading more.” YouTube, May 17, 2018. Video, 9 min., 46 sec. https://www.youtube.com/watch?v=PgU9vaHBVaY.
- Saeed, Shahneila. 2021. “Literacy by stealth: How video games can make a difference.” National Literacy Trust. Accessed May 4, 2021. https://literacytrust.org.uk/blog/literacy-by-stealth-how-video-games-can-make-a-difference/.