Mood metadata for video games and interactive media

Stephanie Rossi, Jin Ha Lee, Rachel Ivy Clarke

Research output: Chapter in Book/Entry/PoemConference contribution

5 Scopus citations


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.

Original languageEnglish (US)
Title of host publication2014 IEEE/ACM Joint Conference on Digital Libraries, JCDL 2014
PublisherInstitute of Electrical and Electronics Engineers Inc.
Number of pages2
ISBN (Electronic)9781479955695
StatePublished - Dec 1 2014
Externally publishedYes
Event2014 14th IEEE/ACM Joint Conference on Digital Libraries, JCDL 2014 - London, United Kingdom
Duration: Sep 8 2014Sep 12 2014

Publication series

NameProceedings of the ACM/IEEE Joint Conference on Digital Libraries
ISSN (Print)1552-5996


Other2014 14th IEEE/ACM Joint Conference on Digital Libraries, JCDL 2014
Country/TerritoryUnited Kingdom


  • Controlled vocabulary
  • Mood
  • Taxonomy
  • Thesaurus
  • Video game

ASJC Scopus subject areas

  • General Engineering


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