Offenders report that they believe gaming has given them something about which to speak with their families and friends |
No offenders report this. |
Five percent report that this is occurring. |
Fifteen percent indicate it is occurring. |
Offenders share gaming experiences with their children and other loved ones. |
No offender participants do this. |
Five percent do this. |
Fifteen percent do this. |
Offenders who reported having played video games with family and friends prior to their incarceration also report that they talk or write to them now about gaming. |
No offender participants are doing this. |
Five percent of offender participants do this. |
Fifteen percent do this. |
Randomly selected participants receive fewer COPD convictions or chrons during the six months after the events than they did in the six months before them.
|
None receive fewer convictions or chrons. |
Five percent receive fewer convictions or chrons. |
Fifteen percent receive fewer convictions or chrons. |
Fewer behavior issues noted by library staff in the six months following the programs than there were in the six months before them. |
Library staff observe no difference in behavior issues. |
Library staff observe five percent fewer behavior issues. |
Library staff observe fifteen percent fewer behavior issues. |
Check out of reintegration materials increases in the six months following gaming programs from the number checked out during the six months prior to gaming events. |
Check out does not increase. |
Check out increases by five percent. |
Check out increases by fifteen percent. |
The number of information requests that ask for information that will aid in re-entry increases after these activities in the six months following gaming events from the six months prior to them. |
The number of information requests does not increase. |
The number of information requests increases by five percent. |
The number of information requests increases by fifteen percent. |
Offenders participating in gaming programs report that they game with people who do not belong to their usual circle of associates.
|
No offenders report this. |
Five percent of offenders report that they do this. |
Fifteen percent of offenders do this. |
Offender participants report that they now spend time outside of gaming with people who do not belong to their usual set of associates. |
No offenders do this. |
Two percent of offenders do this. |
Five percent of offenders do this. |
Within six months of libraries implementing video gaming events circulation of recreational reading materials increases |
Circulation of materials stays the same. |
Circulation of these materials increases by five percent. |
Circulation increases by fifteen percent. |
Participants receive fewer COPD convictions in the six months following the program the program than they did before it. |
The number of COPD convictions remains the same. |
The number of COPD convictions decreases by five percent. |
The number of COPD convictions decreases by fifteen percent. |
Inmates who do not currently use the library will begin utilizing it within six months of gaming being implemented. |
No inmates begin using the library. |
Two percent of current non-users begin to utilize the library. |
Five percent of current non-users begin to utilize the library. |