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G2S Project Code: 2020-TX-85678
State: Texas
Fiscal Year: 2020
Grantee
GRAPEVINE PUBLIC LIBRARY

Project Director
Director Name: Chris Woodward
Director Phone: (817) 410-3400
Director Email: cwoodward@grapevinetexas.gov
General Information
Title: Grapevine Library Esports
State Project Code: SPP-21007
Start Date: 09/01/2020
End Date: 08/31/2021
Abstract:
The Grapevine Public Library created an e-sports hub in order to provide increased access to high power equipment, high speed data communication, and a collaborative space for team building, learning, socializing, entertaining, practicing, and competing.  The hub will ensure that the community has an entryway into the arena of e-sports and the benefits awarded to its participants. 

From TSLAC:
Unfortunately, due to issues arising from the acquisition and installation of the high speed internet, the e-sports hub was unable to provide programming during the grant period. Grapevine Public Library finally established the needed connection in Q4 and expected to begin programming in Fall 2021.

State Goal: Goal 2: Access to resources and services to meet community and personal goals.
Budget Information
LSTA
MATCH-State
MATCH-Other
Total
$74,735.01
$0.00
$0.00
$74,735.01
Intent(s)
Improve users' general knowledge and skills.
After-school activities
Other
Activities
Activity Details
Title: E-Sports Programming
Narrative: The Grapevine Public Library created an esports hub to provide increased access to high power equipment, high speed data communication, and a collaborative space for team building, learning, socializing, entertaining, practicing, and competing. The hub ensures that the community has an entryway into the arena of esports and the benefits awarded to its participants. 

Unfortunately, due to issues arising from the acquisition and installation of the high speed internet, the esports hub was unable to provide programming during the grant period. Grapevine Public Library finally established the needed connection in Q4 and expected to begin programming in Fall 2021.

Intent: Improve users' general knowledge and skills.

Activity: Instruction
Mode: Program
Format: Combined in-person & virtual


Quantity
Session length (minutes): 1
Number of sessions in program: 0
Average number in attendance per session: 0
Number of times program administered: 0


Partner Information
Organization Type of Partner Organization(s):
Libraries: Yes
Historical Societies or Organizations: No
Museums: No
Archives: No
Cultural Heritage Organization Multi-type: No
Preschools: No
Schools: No
Adult Education: No
Human Service Organizations: No
Other: No


Legal Type of Partner Organization(s):
Federal Government: No
State Government: No
Local Government (excluding school districts): No
School District: No
Non-Profit: No
Private Sector: No
Tribe/Native Hawaiian Organization: No


Beneficiaries
Is the activity directed at the library workforce: No
For a targeted group or for the general population: General


Locale
Is the activity state-wide: No
Specific Locations: Yes
Name: GRAPEVINE PUBLIC LIBRARY
Address: 1201 MUNICIPAL WAY
City: GRAPEVINE
State: TX
Zip: 76051
Question 1: I learned something by participating in this library activity.
Strongly Agree: 0
Agree: 0
Neither Agree nor Disagree: 0
Disagree: 0
Strongly Disagree: 0
Non-Response: 0
Question 2: I feel more confident about what I just learned.
Strongly Agree: 0
Agree: 0
Neither Agree nor Disagree: 0
Disagree: 0
Strongly Disagree: 0
Non-Response: 0
Question 3: I intend to apply what I just learned.
Strongly Agree: 0
Agree: 0
Neither Agree nor Disagree: 0
Disagree: 0
Strongly Disagree: 0
Non-Response: 0
Question 4: I am more aware of resources and services provided by the library.
Strongly Agree: 0
Agree: 0
Neither Agree nor Disagree: 0
Disagree: 0
Strongly Disagree: 0
Non-Response: 0
Question 5: I am more likely to use other library resources and services.
Strongly Agree: 0
Agree: 0
Neither Agree nor Disagree: 0
Disagree: 0
Strongly Disagree: 0
Non-Response: 0
Project Outcomes
Project Outcomes
List any important outcomes or findings not previously reported:
From the Library: We completed all the furniture assembly, computer configurations, account creation, security measures, and software installations. We assembled the cabinet for housing the ISP hardware along with our private network hardware and ran the 780 feet of ethernet cable from the PCs to our router. We hit the ground running and announced that we are filling spots for two library teams that competed in the Fall 2021 Scholastic Rocket League Tournament presented by the North American Scholastic Esports Federation and The Highschool Esports League. The teams competed over an eight-week period for a share of $150,000 in scholarships.
Please briefly describe the importance of these outcomes and findings for future program planning:
From the Library: We recently gave a tour of the Esports Academy to a group of local librarians for their monthly technology meeting. Some of the librarians had plans to have some sort of esports programming, others were intimidated by lack of knowledge, others still expressed that they were running into a wall when it came to their administration. We answered a range of questions from esthetics to network administration and I became aware of how important and valuable this entire process of creating this space has been. From the easy decisions to the technology troubleshooting, we have acquired a large knowledgebase of experience and as a librarian, to be able to share that knowledge with other librarians is a very empowering feeling with regards to libraries.
Explain one or two of the most significant lessons learned for others wanting to adopt any facets of this project:
From the Library: There are two important ideas that I would present to others that are interested in a program like this. The first would be the cautionary statement that the nature of technology makes it extremely unpredictable and can throw scheduled plans into chaos. You should expect to run into problems that you may not have even known existed, although, the more of us that face off against these issues the more diminished this problem becomes. The second idea runs along the same line. Anyone interested in tackling a project like this needs to weigh their abilities and consider what limitations that they have. It’s a balancing act between what you can or are willing to take on versus what you will need outside help with, and there are pros and cons to each. The more of the project that you are willing to take on allows you more power to do things as you see fit, to make changes and fix problems in ways that make the most sense for your needs. It also means that more of your time will be spent dealing with those problems. On the other hand, you can choose to outsource, for instance, to an IT department. This would free a major load of time, energy, and ease the learning curve, but it also creates a dependence and possible lag time when addressing problems.
Do you anticipate continuing this project after the current reporting period ends:
Yes
Do you anticipate any change in level of effort in managing this project:
No
Explain:

Do you anticipate changing the types of activities and objectives addressed by the project:
No
Explain:

Was an evaluation conducted for this project:
No
Was a final written evaluation report produced:
No
Can the final written evaluation report be shared publicly on the IMLS website:
No
Was the evaluation conducted by project staff (either SLAA or local library) or by a third-party evaluator:
Third-Party
What data collection tools were used for any report outcomes and outputs:
Did you collect any media for the data:
What types of methods were used to analyze collected data:
Other:
How were participants (or items) selected:
What type of research design did you use to compare the value for any reported output or outcome:
Exemplary: No
Exemplary Narrative
Project Tags: esports