ABSTRACT

This introduction presents an overview of the key concepts discussed in the subsequent chapters of this book. The book recognizes that much of the research and futurist discourse has begun to imagine what would have in the "smart and connected communities" of the future. It discusses the appearance of makerspaces in libraries and what social role they play with respect to the communities that they serve. The book provides a broad view of how we could begin to think about libraries as they expand and change their services. It emphasizes new experiences for library patrons. The book describes the efforts undertaken at libraries in Maryland where teens and a teen librarian undertook the challenging task of creating alternate-reality games at the library. It provides a new perspective on the kinds of gaming that are possible at libraries and is instructive for those who aspire to a comparable undertaking at other library sites.