Abstract

Pop Culture-Inspired Programs for Tweens, Teens, and Adults is written as a guide for staff responsible for running programs in libraries. The book is broadly applicable to any library environment with these ages represented in their user groups, whether they be public, school or even university libraries. A ‘How to’ manual designed to guide library staff in running programs for tweens, teens and adults, this book places pop culture at the centre of each of its programs. The authors recognize the ubiquity of pop culture in the lives of all the target age groups through their clothes, music, leisure activities and food, and rightly believe this link will attract participants to pop culture-themed library programs. Using the argument that pop cultural trends tend to be cyclical, and that we often look to the past to inform the future of what is and will be popular, the authors structure the book into seven sections, each devoted to a single decade, or in the case of one section, themes that cross each decade.
Commencing in the 1950s and moving through the decades until the 2000s, the authors describe six to nine programs for each decade. Each program is built around an element of pop culture prevalent during that decade. Programs designed around the pop culture of the 1950s for example include those built around Barbies, ‘I love Lucy’ and James Bond. Programs designed around the pop culture of the 1980s include ideas for Pac-Man and Rubik’s cube programs. The final chapter is not dedicated to a decade, but instead focusses on themes across all decades from the 1950s through to the 2000s. For example, one program is structured around ‘Classic candies by the decade’; another is structured around fashion trendsetters of each decade.
The prefatory material in the book provides tips, tricks and resources to help libraries move beyond the programs described in the book. This section includes suggestions on how to stay in touch with current trends and areas of current interest in the lives of program participants. They suggest listening to library patrons, and searching social media and Google Analytics to determine current areas of interest that could become the focus of new library programs. The authors also provide ideas on how library staff can judge what programs are likely to suit their own environment and users. There is a reminder to use standards of best practice when utilizing potentially copyrighted or sensitive materials in programs. Also included is a ‘How to use this guide’ section that explains how to approach each program theme and describes how each theme is presented to the reader. A useful and accurate index is placed at the end of the book.
A strength of this book is the consistency and simplicity of how each program is presented. Programs for each decade are prefaced by a short chatty and enthusiastic introduction to the pop culture of that decade and the context of each program to be featured in that section. Following on from the introduction, each program is then described over two or three pages using a consistent format and presentation. Each program is introduced by a short statement of intent and the identification of the required preparation time, length of program, number of patrons and suggested age range. The body of the program description also follows a consistent pattern, with sections for supplies and shopping, activities, marketing and variations by age groups. The content of each section is provided in concise bullet points and short paragraphs, making the text efficient, predictable and approachable for readers. The programs themselves are broad in their focus, ranging from simple craft activities to gaming, trivia nights and parties. Many are accompanied by what the authors call ‘Pro Tips’, suggesting that the programs presented have actually been trialled by the authors.
In terms of weaknesses, readers of this book will notice the US-centric nature of the programs described and many of the resources required. Programs such as ‘Chex Mix and More’ and ‘Erector Set’, ‘Tinkertoy’ and ‘Lincoln Log Challenges’ may not be easily transferrable beyond America. Likewise, resources required for programs, such as Cheez Whiz, X-Acto knives, barrettes and DMC embroidery floss, may be difficult for readers outside America to recognize. However, the description of the related activities usually allows the reader to discern how these items could be substituted with a local equivalent.
The three authors of Pop Culture-Inspired Programs for Tweens, Teens, and Adults are experienced authors, having published together in an earlier reference book 50+ Fandom Programs and all write and present regularly at conferences about pop culture and programming. Alessio, LaMantia and Vinci have provided a useful and accessible book that will appeal to programming staff of public, school and possibly academic libraries. The book will be a useful, if US-centric, addition to library staff collections and will provide inspiration, ideas and guidance for a wide range of pop culture-focussed programs for all target ages.
