TY - GEN
T1 - Mood metadata for video games and interactive media
AU - Rossi, Stephanie
AU - Lee, Jin Ha
AU - Clarke, Rachel Ivy
N1 - Publisher Copyright:
© 2014 IEEE.
PY - 2014/12/1
Y1 - 2014/12/1
N2 - Video games are becoming an important part of digital library collections due to increasing popularity and the acknowledgement of their significance as cultural artifacts. In order to support robust search and browse functions, it is imperative to develop a metadata schema to effectively represent this medium. The potential of mood metadata in the domain of video game classification is little explored, despite the value given to it by gamers in user studies. Here, we present a Controlled Vocabulary (CV) for moods related to video games with 17 defined mood terms, equivalent terms, and game examples. This CV will enable catalogers to organize video games by mood, allowing mood to be used for search and collocation. In order to evaluate the applicability of this CV and discover which terms are most relevant for video games, we annotated the mood of a sample collection of 617 video game titles. In this poster, we discuss the issues and challenges we encountered in the creation and evaluation of the current CV and our future research goals.
AB - Video games are becoming an important part of digital library collections due to increasing popularity and the acknowledgement of their significance as cultural artifacts. In order to support robust search and browse functions, it is imperative to develop a metadata schema to effectively represent this medium. The potential of mood metadata in the domain of video game classification is little explored, despite the value given to it by gamers in user studies. Here, we present a Controlled Vocabulary (CV) for moods related to video games with 17 defined mood terms, equivalent terms, and game examples. This CV will enable catalogers to organize video games by mood, allowing mood to be used for search and collocation. In order to evaluate the applicability of this CV and discover which terms are most relevant for video games, we annotated the mood of a sample collection of 617 video game titles. In this poster, we discuss the issues and challenges we encountered in the creation and evaluation of the current CV and our future research goals.
KW - Controlled vocabulary
KW - Mood
KW - Taxonomy
KW - Thesaurus
KW - Video game
UR - http://www.scopus.com/inward/record.url?scp=84919334930&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84919334930&partnerID=8YFLogxK
U2 - 10.1109/JCDL.2014.6970232
DO - 10.1109/JCDL.2014.6970232
M3 - Conference contribution
AN - SCOPUS:84919334930
T3 - Proceedings of the ACM/IEEE Joint Conference on Digital Libraries
SP - 475
EP - 476
BT - 2014 IEEE/ACM Joint Conference on Digital Libraries, JCDL 2014
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2014 14th IEEE/ACM Joint Conference on Digital Libraries, JCDL 2014
Y2 - 8 September 2014 through 12 September 2014
ER -