视频游戏和互动媒体的情绪元数据

Stephanie Rossi, Jin Ha Lee, R. Clarke
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引用次数: 5

摘要

电子游戏正成为数字图书馆收藏的重要组成部分,因为它们越来越受欢迎,并且人们认识到它们作为文化文物的重要性。为了支持健壮的搜索和浏览功能,必须开发一种元数据模式来有效地表示这种媒介。情绪元数据在电子游戏分类领域的潜力很少被探索,尽管它在用户研究中被玩家赋予了价值。在这里,我们提出了一个与电子游戏相关的情绪控制词汇(CV),其中包含17个已定义的情绪术语,等效术语和游戏示例。这个CV将使编目人员能够根据情绪来组织视频游戏,允许使用情绪进行搜索和搭配。为了评估这一简历的适用性并发现哪些术语与电子游戏最相关,我们注释了617个电子游戏标题的样本集的情绪。在这张海报中,我们讨论了我们在创建和评估当前简历时遇到的问题和挑战,以及我们未来的研究目标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mood metadata for video games and interactive media
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.
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