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Gaming in Correctional Libraries - iSchool Student - Renee Robbins

Indicators Beginning Developing Exemplary
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.