Description

Book Synopsis
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!

Trade Review
As many in the library industry scream ‘What do we have to do to get the teens to come to our library?’, Carrie Rogers-Whitehead provides the blueprint for not only ‘what’ to do, but also ‘how’ to do it, and to keep them coming back again and again. Bravo, Geek Carrie! -- Andrew Sanderbeck, Speaker and Consultant, People~Connect Institute and PCI Webinars
Whether you’re a seasoned geek librarian or a total newb, this book will take your programs and collections to the next level. Ms. Rogers-Whitehead has written the book on all things geeky in the library. I’m fangirling all over it! -- Stacy Vincent, Library Consultant for Technology and Innovation
From fandom clubs to anime conventions to geek book groups, Carrie Rogers-Whitehead has created the definitive geek programming guide! This book is a must read for anyone who does programming for teens (or adults) and for everyone who serves a geeky community (all of us). -- Spring Lavallee, Youth Services Librarian, Salt Lake City Library

Table of Contents
Chapter 1: Major Fandoms Chapter 2: Ideas for Fandom and Geek Programming Chapter 3: General Fandom Club Program Ideas Chapter 4: Types of Fandom Clubs and Specific Programming Ideas Chapter 5: Gaming Clubs and Lock-ins Chapter 6: Anime Clubs Chapter 7: Fanfiction Programming Chapter 8: Cosplay Programming Chapter 9: STEM Programming through Fandoms Chapter 10: Large-scale Geek Events Chapter 11: Collection Development and Geek Programming Chapter 12: Promoting inclusivity through Geek Programming Appendix A: Icebreaker BINGO Game Appendix B: Lock-in Permission Slip Appendix C: Infrared Wand Craft Appendix D: Sample Partnership Agreement Appendix E: Sample Large-scale Event Budget

Teen Fandom and Geek Programming: A Practical

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    Order before 4pm tomorrow for delivery by Mon 22 Jun 2026.

    A Paperback / softback by Carrie Rogers-Whitehead

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      View other formats and editions of Teen Fandom and Geek Programming: A Practical by Carrie Rogers-Whitehead

      Publisher: Rowman & Littlefield
      Publication Date: 15/07/2018
      ISBN13: 9781538107522, 978-1538107522
      ISBN10: 153810752X

      Description

      Book Synopsis
      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!

      Trade Review
      As many in the library industry scream ‘What do we have to do to get the teens to come to our library?’, Carrie Rogers-Whitehead provides the blueprint for not only ‘what’ to do, but also ‘how’ to do it, and to keep them coming back again and again. Bravo, Geek Carrie! -- Andrew Sanderbeck, Speaker and Consultant, People~Connect Institute and PCI Webinars
      Whether you’re a seasoned geek librarian or a total newb, this book will take your programs and collections to the next level. Ms. Rogers-Whitehead has written the book on all things geeky in the library. I’m fangirling all over it! -- Stacy Vincent, Library Consultant for Technology and Innovation
      From fandom clubs to anime conventions to geek book groups, Carrie Rogers-Whitehead has created the definitive geek programming guide! This book is a must read for anyone who does programming for teens (or adults) and for everyone who serves a geeky community (all of us). -- Spring Lavallee, Youth Services Librarian, Salt Lake City Library

      Table of Contents
      Chapter 1: Major Fandoms Chapter 2: Ideas for Fandom and Geek Programming Chapter 3: General Fandom Club Program Ideas Chapter 4: Types of Fandom Clubs and Specific Programming Ideas Chapter 5: Gaming Clubs and Lock-ins Chapter 6: Anime Clubs Chapter 7: Fanfiction Programming Chapter 8: Cosplay Programming Chapter 9: STEM Programming through Fandoms Chapter 10: Large-scale Geek Events Chapter 11: Collection Development and Geek Programming Chapter 12: Promoting inclusivity through Geek Programming Appendix A: Icebreaker BINGO Game Appendix B: Lock-in Permission Slip Appendix C: Infrared Wand Craft Appendix D: Sample Partnership Agreement Appendix E: Sample Large-scale Event Budget

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