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  • × author_ss:"Clarke, R.I."
  • × author_ss:"Lee, J.H."
  • × year_i:[2010 TO 2020}
  1. Lee, J.H.; Clarke, R.I.; Perti, A.: Empirical evaluation of metadata for video games and interactive media (2015) 0.00
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    Abstract
    Despite increasing interest in and acknowledgment of the significance of video games, current descriptive practices are not sufficiently robust to support searching, browsing, and other access behaviors from diverse user groups. To address this issue, the Game Metadata Research Group at the University of Washington Information School, in collaboration with the Seattle Interactive Media Museum, worked to create a standardized metadata schema. This metadata schema was empirically evaluated using multiple approaches-collaborative review, schema testing, semi-structured user interview, and a large-scale survey. Reviewing and testing the schema revealed issues and challenges in sourcing the metadata for particular elements, determining the level of granularity for data description, and describing digitally distributed games. The findings from user studies suggest that users value various subject and visual metadata, information about how games are related to each other, and data regarding game expansions/alterations such as additional content and networked features. The metadata schema was extensively revised based on the evaluation results, and we present the new element definitions from the revised schema in this article. This work will serve as a platform and catalyst for advances in the design and use of video game metadata.
    Type
    a
  2. Jett, J.; Sacchi, S.; Lee, J.H.; Clarke, R.I.: ¬A conceptual model for video games and interactive media (2016) 0.00
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    Abstract
    In this article, we describe a conceptual model for video games and interactive media. Existing conceptual models such as the Functional Requirements for Bibliographic Records (FRBR) are not adequate to represent the unique descriptive attributes, levels of variance, and relationships among video games. Previous video game-specific models tend to focus on the development of video games and their technical aspects. Our model instead attempts to reflect how users such as game players, collectors, and scholars understand video games and the relationships among them. We specifically consider use cases of gamers, with future intentions of using this conceptual model as a foundation for developing a union catalog for various libraries and museums. In the process of developing the model, we encountered many challenges, including conceptual overlap with and divergence from FRBR, entity scoping, complex relationships among entities, and the question of how to model additional content for game expansion. Future work will focus on making this model interoperable with existing ontologies as well as further understanding and description of content and relationships.
    Type
    a

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