TY - JOUR
T1 - A qualitative investigation of users' discovery, access, and organization of video games as information objects
AU - Lee, Jin Ha
AU - Clarke, Rachel Ivy
AU - Rossi, Stephanie
N1 - Funding Information:
The research has been supported by the Sydkraft Research Foundation and the Swedish National Board for Industrial and Technical Development under contract 97-04573. This support is gratefully acknowledged. We would also like to express our sincere gratitude to Sydkraft AB for their willingness to perform experiments on plants to increase our understanding of their behavior. Useful comments on several versions of the manuscript have been given by our colleagues J. Eborn, H. Tummescheit, and A. Glattfelder. We would also like to express our gratitude to the reviewers for constructive criticism.
Publisher Copyright:
© The Author(s) 2015.
PY - 2015/12
Y1 - 2015/12
N2 - 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 behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators 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 based on appeals, offering multiple automatic organization options and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games.
AB - 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 behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators 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 based on appeals, offering multiple automatic organization options and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games.
KW - Appeal factors
KW - metadata
KW - player types
KW - user behaviour
KW - user needs
KW - video games
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U2 - 10.1177/0165551515618594
DO - 10.1177/0165551515618594
M3 - Article
AN - SCOPUS:85002486899
SN - 0165-5515
VL - 42
SP - 833
EP - 850
JO - Journal of Information Science
JF - Journal of Information Science
IS - 6
ER -