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Library and Information Science Commons

Open Access. Powered by Scholars. Published by Universities.®

Syracuse University

Cataloging and Metadata

Metadata

2015

Articles 1 - 2 of 2

Full-Text Articles in Library and Information Science

Empirical Evaluation Of Metadata For Video Games And Interactive Media, Rachel I. Clarke, Jin Ha Lee, Andrew Perti Dec 2015

Empirical Evaluation Of Metadata For Video Games And Interactive Media, Rachel I. Clarke, Jin Ha Lee, Andrew Perti

School of Information Studies - Faculty Scholarship

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 …


A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors, Rachel I. Clarke, Jin Ha Lee, Stephanie Rossi Jan 2015

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 …