scispace - formally typeset
Search or ask a question
Author

Diane Robson

Other affiliations: West Coast University
Bio: Diane Robson is an academic researcher from University of North Texas. The author has contributed to research in topics: Dice & Cataloging. The author has an hindex of 4, co-authored 8 publications receiving 34 citations. Previous affiliations of Diane Robson include West Coast University.

Papers
More filters
Journal ArticleDOI
TL;DR: The essay outlines in concrete terms the next steps academic gaming librarians can take to ensure the continuing relevance of their collections to campus communities, exploring how innovations in collection development can shape the future of this rapidly-transforming field.

13 citations

Journal ArticleDOI
TL;DR: This paper outlines how librarians at the University of North Texas Libraries used the application of relevant cataloging standards and controlled vocabularies to increase access to a large collection of tabletop games.
Abstract: Collections of three-dimensional materials may not be discoverable to library users if they lack adequate metadata. Discovery of these collections may be enhanced through the application of relevant cataloging standards and controlled vocabularies. This paper outlines how librarians at the University of North Texas Libraries used these strategies to increase access to a large collection of tabletop games.

7 citations

Book ChapterDOI
13 Nov 2017

6 citations

19 Apr 2017
TL;DR: The handout consists of an example of a catalogrecord for a tabletop game (including genre terms), an authority record for a genre term, a reference to a list of genre terms for tabletop games, and a bibliography of works on genre terms.
Abstract: The handout consists of an example of a catalog record for a tabletop game (including genre terms), an authority record for a genre term, a reference to a list of genre terms for tabletop games, and a bibliography of works on genre terms.

4 citations

Journal ArticleDOI
TL;DR: In this paper, a look at the UNT Media Library's earlier predictions about their video game and console collection, how practices have changed and will continue to change to support the next ten years of growth, the evolution of outreach to support growing interest in video games, and the transformation of space to support games on a large university campus.

3 citations


Cited by
More filters
01 Jan 2007
TL;DR: Provides a progress report on the current project to produce a new English-language cataloguing code called Resource Description and Access that will replace Anglo American Cataloguing Rules (2nd ed.).
Abstract: Provides a progress report on the current project to produce a new English-language cataloguing code called Resource Description and Access that will replace Anglo American Cataloguing Rules (2nd ed.). RDA is scheduled for final publication in 2009. Part of the "Beyond Limits : Building Open Access Collections" Preconference sessions of the 2007 British Columbia Library Association Conference entitled "Beyond 20/20 : Envisioning the Future".

18 citations

01 Jan 2015
TL;DR: Innovation Theory 8 1.2 as discussed by the authors ] is an innovation theory based approach to deal with the problem of Know-It-Knows-You-Don't-Know (CKNOWD) problem.
Abstract: ii ACKNOWDEGEMENT iii TABLE OF CONTENTS iv LIST OF FIGURES vi LIST OF TABLES vii PREFACE 1 Chapter 1 Innovation Theory 8 1.

17 citations

Journal ArticleDOI
TL;DR: The topic of uniform resource identifiers and AACR2 was again raised, and CC:DA voted to form a task force to examine the issue, and a charge was officially issued on March 8, 2001.
Abstract: At the 2000 Annual Meeting, CC:DA was presented with a discussion paper, CC:DA/Attig/2000/1 (http://www.ala.org/alcts/organization/ccs/ccda/attig1.pdf). Section D of that paper presented some options for including provisions in AACR2 for uniform resource identifiers. CC:DA did not have enough time to discuss the paper and the options presented, and decided to continue the discussion at a later time. At the 2001 Midwinter Meeting, the topic of uniform resource identifiers and AACR2 was again raised, and CC:DA voted to form a task force to examine the issue. This task force was formed following the 2001 Midwinter Meeting and a charge was officially issued on March 8, 2001. The charge included five components:

13 citations

Book ChapterDOI
27 Nov 2019
TL;DR: In this paper, the authors present the origin and characteristics of modern board games, taxonomy and timeline and demonstrate the growing interest in the subject by presenting current trends, main contributions, themes and some potential research gaps for future researchers.
Abstract: This research intends to contribute to extent the understanding of the renewed interest in analog games phenomenon. We expose the origin and characteristics of modern board games, taxonomy and timeline and demonstrate the growing interest in the subject by presenting current trends, main contributions, themes and some potential research gaps for future researchers, all via a bibliometric survey in the Scopus and Web of Science Databases.

11 citations

Journal ArticleDOI
TL;DR: Although the game intervention did not significantly reduce burnout or increase job satisfaction, it improved collegiality and recognition and a workplace well-being game can encourage team building but may not sufficiently address the root causes of health sciences librarian burnout.
Abstract: Objective: The authors measured burnout among health sciences librarians at our institution and determined whether a serious game intervention could improve personal and workplace well-being. Methods: A modified American Medical Association Mini-Z burnout survey was administered to library faculty in 2016 and both library faculty and staff in 2017. A three-month team-based game was implemented and assessed as an intervention to improve well-being among library employees. After the game, the burnout survey was re-administered to employees in 2018. Results: Library faculty scored poorly on burnout indicators, with 38%–73% of faculty reporting emotional exhaustion and 54%–91% reporting job-related stress over the years. In 2017, 62% of library staff members reported experiencing burnout and 38% indicated they felt a great deal of stress because of their jobs. Regarding the game intervention, 70% of post-game survey respondents reported that the game encouraged them to socialize with colleagues. Qualitative coding of survey responses resulted in 4 themes describing the most enjoyable aspects of the game: sociability, motivation, game play, and fun. Employees found that the game was a useful strategy for encouraging a more social culture with fun activities. Conclusions: Similar to previous studies of librarians and health professionals, health sciences librarians at our institution experienced burnout. Although the game intervention did not significantly reduce burnout or increase job satisfaction, it improved collegiality and recognition. Therefore, a workplace well-being game can encourage team building but may not sufficiently address the root causes of health sciences librarian burnout.

11 citations