Over the past few years (probably much longer), we have had many regular library users spending lots of time and gaming on their laptops. Some were studying, but many others were gaming, watching movies or scrolling social media. This was before school, after school and during breaks. We’d have large groups taking up lots of space in the library, being noisy and sometimes dissolving into fights over the games they were playing.
I was torn. Did gaming have a place in the school library? I truly wasn’t sure.
On one hand, they were interacting and doing so in a safe place where we could monitor and intervene. For many, gaming and being on their laptops was their escape and being allowed to do so got them to school, On the other hand, we seemed to be encouraging and supporting addictions, high screen time use, flattening device batteries before class and conflict. Students were reluctant, even oppositional, to pack up and move to class. And other students who wanted to use the library for other reasons, found it an unwelcoming environment.
What to do?
I wasn’t sure what the right answer was. If I banned gaming, would they just move outside? What was the support required to transition students through this? Would the library be empty as a result?
Things We Tried
We tried a lot of different approaches. We started with encouragement rather than banning. For a month we tried Unplug and Discover promotion, highlighting the many other things to do in the library. We discouraged being on laptops but didn’t ban it.
Surprisingly, the reaction from students was positive. Some very keen gamers actually thanked us for the support. They acknowledged they were addicted and wanted to reduce their use, but it was hard when their friends were all doing it. Some moved outside to game, some moved outside to do other things and some took up the other opportunities we promoted.

The following year, we didn’t promote it as much, and slowly the culture of being on laptops grew again, until we once again had large groups regularly gaming. This time we also had large groups using the switch and staying around after school to game and causing issues during lunchtime. So we reduced the number of days they could game, on laptops and the Switches, only allowing it on Thursdays and then Tuesdays and Thursdays. This was tough. Tough to police because the eternal answer was always, oh why can’t we game today, I thought it was Tuesday, and but we had cross country yesterday and missed our day so can’t we game today. It was harder and more problematic to mange.

As a team we discussed it and there were many views. Some was the gaming as an important and safe interaction for these students. Others saw it as a poor fit for the library and not good for the students’ wellbeing. When asking our wellbeing leaders, I was told to consider the students who had laptop and gaming use as part of their plan and that it just wasn’t a priority for them right now to focus on. The decision was ours.
The Start of A New Year
At the start of this year I decided to make the call to ban laptop gaming and reduce laptop use, and ban electronic gaming before and after school.
To make this happen, we needed a really consistent, targeted approach.
I made signs to print and display on our electronic signage. All team members helped enforce it.

But I knew I had to replace it with something. So I purchased lots of card games and board games and we left them out in the spots students usually liked to sit to game. I also put out more Switch consoles at lunchtime, so all who wanted to get involved could. We used our VR headset station screens and spare monitors to pair the Switches. We purchased things like the magnetic minecraft blocks, more puzzle stations, engineering kits and always offered a range of activities in the Hub. We also moved the furniture upstairs, creating a dedicated reading space and making the study area much easier to supervise. And we were very present at lunchtimes, gently informing students of the new expectations.
I honestly have to say I was surprised. Surprised at how well our students coped with the change. Doing this at the start of the year really helped as older students tend to move out of the gaming habits when they move into year 9 and 10, and the new year 7s didn’t know they could game anyway, plus they had new devices that were more locked down to gaming. So it was only a few year groups and particular students to work with and they’ve done really well with the change. There are a few older international students who still fight with us about using their devices, they tend to like watching violent movies on iPads they bring in, so that’s an ongoing fight, but overall, it’s been a really positive change.

I think being very clear and explicit with the rules and that being consistent every day really helped. We can have upwards of 200 – 400 students in our space at lunchtime, so it’s not always easy to monitor, but students have been really receptive and the culture is a much nicer one now. We see students standing together and talking over the puzzle, making new friends, laughing as they play Taco, Cat, Goat, Cheese, Pizza and using their devices only when they need to for homework.
Overall, it’s been a really positive change.
