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Articles 1 - 16 of 16
Full-Text Articles in Social and Behavioral Sciences
Full Marc Examples To Accompany Olac Best Practices For Cataloging Dvd-Video And Blu- Ray Discs, Objects, Streaming Media, And Video Games Using The Original Rda Toolkit And Marc 21, Marcia Barrett, Josh Hutchinson, Yoko Kudo, Julie Renee Moore, Kyla Jemison, Amanda Scott, Teressa Keenan, Ann Kardos, Melissa Burel
Full Marc Examples To Accompany Olac Best Practices For Cataloging Dvd-Video And Blu- Ray Discs, Objects, Streaming Media, And Video Games Using The Original Rda Toolkit And Marc 21, Marcia Barrett, Josh Hutchinson, Yoko Kudo, Julie Renee Moore, Kyla Jemison, Amanda Scott, Teressa Keenan, Ann Kardos, Melissa Burel
OLAC Publications and Training Materials
Examples of MARC 21 catalog records to accompany the OLAC Best Practices for Cataloging DVD-Video and Blu-ray Discs, Objects, Streaming Media, and Video Games Using the Original RDA Toolkit and MARC 21.
Olac Best Practices For Cataloging Dvd-Video And Blu-Ray Discs, Objects, Streaming Media, And Video Games Using The Original Rda Toolkit And Marc 21, Marcia Barrett, Josh Hutchinson, Yoko Kudo, Julie Renee Moore, Kyla Jemison, Amanda Scott, Teressa Keenan, Ann Kardos, Melissa Burel
Olac Best Practices For Cataloging Dvd-Video And Blu-Ray Discs, Objects, Streaming Media, And Video Games Using The Original Rda Toolkit And Marc 21, Marcia Barrett, Josh Hutchinson, Yoko Kudo, Julie Renee Moore, Kyla Jemison, Amanda Scott, Teressa Keenan, Ann Kardos, Melissa Burel
OLAC Publications and Training Materials
The OLAC Unified Best Practices Guide brings together the current published best practice guides into a single best practices guide that incorporates Best Practices for Cataloging DVD-Video and Blu-ray Discs Using RDA and MARC21, Best Practices for Cataloging Objects Using RDA and MARC 21, Best Practices for Cataloging Streaming Media Using RDA and MARC21, and Best Practices for Cataloging Video Games Using RDA and MARC21.
Work In Progress: A Meta-Literature Review Of Moral Foundations Theory As Applied In Game Studies, Sarah E. Hodge, Nicholas D. Bowman, Sven Jockel, Alyssa Wright
Work In Progress: A Meta-Literature Review Of Moral Foundations Theory As Applied In Game Studies, Sarah E. Hodge, Nicholas D. Bowman, Sven Jockel, Alyssa Wright
Faculty & Staff Scholarship
This paper outlines an in-progress systematic review of extant research in game studies that has incorporated Moral Foundations Theory (MFT), or relevant extensions of that theory to media entertainment, such as the Moral Intuition and Media Entertainment/Model of Intuitive Morality and Exemplars (MIME). Due to the interdisciplinary nature of these theoretical perspectives as well as game studies broadly, systematic review is critical to helping us collectively understand and collate the research in this area. The systematic review is done in two parts, one as a deep description of the characteristics of included studies, and one as a statistical analysis (as …
Alphabetical List Of Genre Terms In The Olac Video Game Genre Vocabulary, Rosemary Groenwald, Jay L. Colbert, Eduardo Fojo, Julia Frankosky, Netanel Ganin, Rachel Jaffe, Charles Lemme, Neil Robinson, George Wrenn
Alphabetical List Of Genre Terms In The Olac Video Game Genre Vocabulary, Rosemary Groenwald, Jay L. Colbert, Eduardo Fojo, Julia Frankosky, Netanel Ganin, Rachel Jaffe, Charles Lemme, Neil Robinson, George Wrenn
OLAC Publications and Training Materials
No abstract provided.
Review Of: The World Of Scary Video Games: A Study In Videoludic Horror, Approaches To Digital Game Studies, Matthew Murray
Review Of: The World Of Scary Video Games: A Study In Videoludic Horror, Approaches To Digital Game Studies, Matthew Murray
Library Faculty Publications
No abstract provided.
Review Of: Families At Play: Connecting And Learning Through Video Games, Matthew Murray
Review Of: Families At Play: Connecting And Learning Through Video Games, Matthew Murray
Library Faculty Publications
No abstract provided.
Best Practices For Cataloging Video Games Using Rda And Marc21, Greta De Groat, Marcia Barrett, Julie Renee Moore, Robert B. Freeborn, Emma Cross, Junghae Lee, Jared Cowing, Violet Fox, Neil Robinson
Best Practices For Cataloging Video Games Using Rda And Marc21, Greta De Groat, Marcia Barrett, Julie Renee Moore, Robert B. Freeborn, Emma Cross, Junghae Lee, Jared Cowing, Violet Fox, Neil Robinson
OLAC Publications and Training Materials
While a cataloger with experience handling different formats will find that many concepts extend to video games, there are a few ‘quirks’ to the format that those unfamiliar with video games should know about.
What Motivates The Authors Of Video Game Walkthroughs And Faqs? A Study Of Six Gamefaqs Contributors, Michael Hughes
What Motivates The Authors Of Video Game Walkthroughs And Faqs? A Study Of Six Gamefaqs Contributors, Michael Hughes
Michael J. Hughes
Walkthroughs, also known as FAQs or strategy guides, are player-authored documents that provide step-by-step instructions on how to play and what to do in order to finish a given video game. Exegetical in their length and detail, walkthroughs require hours of exacting labor to complete. Yet authors are rarely compensated for work that markedly differs from other kinds of fan creativity. To understand their motivations, I interviewed six veteran GameFAQs authors, then inductively analyzed the transcripts. Open coding surfaced five themes attributable to each participant. Together, these themes constitute a shifting mix of motivations, including altruism, community belonging, self-expression, and …
What Motivates The Authors Of Video Game Walkthroughs And Faqs? A Study Of Six Gamefaqs Contributors, Michael J. Hughes
What Motivates The Authors Of Video Game Walkthroughs And Faqs? A Study Of Six Gamefaqs Contributors, Michael J. Hughes
Library Faculty Research
Walkthroughs, also known as FAQs or strategy guides, are player-authored documents that provide step-by-step instructions on how to play and what to do in order to finish a given video game. Exegetical in their length and detail, walkthroughs require hours of exacting labor to complete. Yet authors are rarely compensated for work that markedly differs from other kinds of fan creativity. To understand their motivations, I interviewed six veteran GameFAQs authors, then inductively analyzed the transcripts. Open coding surfaced five themes attributable to each participant. Together, these themes constitute a shifting mix of motivations, including altruism, community belonging, self-expression, and …
A Conceptual Model For Video Games And Interactive Media, Rachel I. Clarke, Jacob Jett, Simone Sacchi, Jin Ha Lee
A Conceptual Model For Video Games And Interactive Media, Rachel I. Clarke, Jacob Jett, Simone Sacchi, Jin Ha Lee
School of Information Studies - Faculty Scholarship
In this paper, 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 …
Video Games Best Practices, Greta De Groat
Why Video Game Genres Fail: A Classificatory Analysis, Rachel I. Clarke, Jin Ha Lee, Neils Clark
Why Video Game Genres Fail: A Classificatory Analysis, Rachel I. Clarke, Jin Ha Lee, Neils Clark
School of Information Studies - Faculty Scholarship
This paper explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization, and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. …
A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors, Rachel I. Clarke, Jin Ha Lee, Stephanie Rossi
A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors, Rachel I. Clarke, Jin Ha Lee, Stephanie Rossi
School of Information Studies - Faculty Scholarship
Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire, and play video games. With the aim of better understanding people’s game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video games. Participants included casual and avid gamers, parents, collectors, industry professionals, librarians, and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations on …
Brawling In The Library: Gaming Programs For Impactful Outreach And Instruction At An Academic Library, Angela M. Vanden Elzen, Jacob Roush
Brawling In The Library: Gaming Programs For Impactful Outreach And Instruction At An Academic Library, Angela M. Vanden Elzen, Jacob Roush
Library Publications and Presentations
Academic libraries not only need to focus on instructing students about library resources but also need to actively reach out to them. One way to accomplish this is to integrate gaming into library programming and instruction. The staff of the Lawrence University Seeley G. Mudd Library has been successfully incorporating games into library outreach programming. This article explores the various ways academic libraries have been integrating games into instruction and programming and provides advice and anecdotal evidence from programming experiences at the Seeley G. Mudd Library.
Developing A Video Game Metadata Schema For The Seattle Interactive Media Museum, Rachel I. Clarke, Jin Ha Lee, Joseph T. Tennis, Michael Carpenter
Developing A Video Game Metadata Schema For The Seattle Interactive Media Museum, Rachel I. Clarke, Jin Ha Lee, Joseph T. Tennis, Michael Carpenter
School of Information Studies - Faculty Scholarship
As interest in video games increases, so does the need for intelligent access to them. However, traditional organizational systems and standards fall short. In order to fill this gap, we are collaborating with the Seattle Interactive Media Museum to develop a formal metadata schema for video games. In the paper, we describe how the schema was established from a user-centered design approach and introduce the core elements from our schema. We also discuss the challenges we encountered as we were conducting a domain analysis and cataloging real-world examples of video games. Inconsistent, vague, and subjective sources of information for title, …
Selection Criteria For Academic Video Game Collections, Elisabeth Tappeiner, Kate Lyons
Selection Criteria For Academic Video Game Collections, Elisabeth Tappeiner, Kate Lyons
Publications and Research
As higher education begins to take games and gaming seriously, academic libraries will begin to build video game collections to support research and learning on campus. This article discusses their relevance in academia and proposes useful criteria for building video game collections in academic libraries.
The authors outline selection considerations for developing video game collections and propose the following criteria for selecting games: physical characteristics, teaching and learning principles present in the games, subject matter and content, and the cultural and historical value of a game.