Public libraries moved beyond just offering books long ago, but only now are demographic and scientific trends converging to sustain a more fundamental transformation in their role. A role in which they explicitly help promote cognitive health in the community, and potentially use Brain Fitness as a new framework to unify a range of lifelong learning, gaming, health promotion initiatives, and civic engagement.
There are other new programs libraries are using to promote brain health. For example, the Lifelong Access Libraries Initiative, funded by the Atlantic Philanthropies, is in practice an all-inclusive way for older adults to increase their brain fitness through civic engagement.More Thoughts About Health Promotion.
Gaming, thanks to the Nintendo Wii, is quickly emerging as an excellent opportunity to foster intergenerational activities. At least 18 of the 89 NYPL locations ordered Wii gaming equipment and software programs in 2008, for both in-library use and to be checked out. The American Library Association recently celebrated an official gaming day, including both board games and, yes, video games.
In short, libraries are already innovating to engage older adults with lifelong learning, civic engagement, gaming, health & wellness promotion. Brain fitness appears to be the glue that binds all these activities together.
That evolution will require libraries to proactively listen to community expectations, and to partner with local organizations, such as seniors centers, to meet new requirements. If reshaped as Health Clubs of the Brain and the Mind, libraries would be a critical service to an aging population and become centers of information and destinations for brain fitness programs.
There are other new programs libraries are using to promote brain health. For example, the Lifelong Access Libraries Initiative, funded by the Atlantic Philanthropies, is in practice an all-inclusive way for older adults to increase their brain fitness through civic engagement.More Thoughts About Health Promotion.
Gaming, thanks to the Nintendo Wii, is quickly emerging as an excellent opportunity to foster intergenerational activities. At least 18 of the 89 NYPL locations ordered Wii gaming equipment and software programs in 2008, for both in-library use and to be checked out. The American Library Association recently celebrated an official gaming day, including both board games and, yes, video games.
In short, libraries are already innovating to engage older adults with lifelong learning, civic engagement, gaming, health & wellness promotion. Brain fitness appears to be the glue that binds all these activities together.
That evolution will require libraries to proactively listen to community expectations, and to partner with local organizations, such as seniors centers, to meet new requirements. If reshaped as Health Clubs of the Brain and the Mind, libraries would be a critical service to an aging population and become centers of information and destinations for brain fitness programs.