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Relationships among video games: Existing standards and new definitions

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TLDR
In this paper, the authors identify and define common relationships among video games and interactive media in an attempt to improve our understanding of and support conceptual data modeling in this domain, especially in ways that reflect how game players understand games and how cultural heritage institutions might curate them.
Abstract
This paper identifies and defines common relationships among video games and interactive media in an attempt to improve our understanding of and support conceptual data modeling in this domain. Existing models and standards such as Dublin Core, Functional Requirements for Bibliographic Records, Resource Description and Access, CIDOC Conceptual Reference Model, and Cataloging Cultural Objects do offer a variety of relationships between resources; however, many video games are related in more complex ways that cannot be adequately represented by these models and standards, especially in ways that reflect how game players understand games and how cultural heritage institutions might curate them. After thorough review of existing standards, consultation with domain experts, and examination of sample game sets, we identified and defined 11 relationship types and 4 grouping entities prevalent in the video game domain, and offer suggestions on how these might be represented in a conceptual model.

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Journal ArticleDOI

A conceptual model for video games and interactive media

TL;DR: This model attempts to reflect how users such as game players, collectors, and scholars understand video games and the relationships among them, with future intentions of using this conceptual model as a foundation for developing a union catalog for various libraries and museums.
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A qualitative investigation of users' discovery, access, and organization of video games as information objects

TL;DR: Key design implications for video game information systems are derived: 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.
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Genre Studies in Mass Media: A Handbook

TL;DR: Silverblatt, A. as discussed by the authors and Sharpe, M. E. (2007). Genre studies in mass media: A handbook for the study of mass media.
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Reconceptualizing superwork for improved access to popular cultural objects

TL;DR: This paper aims to conduct a deeper investigation of the superwork concept and establish an initial definition for and some boundaries of the concept, and provides a prominent example and explains different characteristics of superwork identified via entity analysis.
References
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Book

The oxford dictionary of literary terms

Chris Baldick
TL;DR: The Oxford Dictionary of Literary Terms as discussed by the authors provides clear and concise definitions of the most troublesome literary terms, from abjection to zeugma, from modern critical and theoretical movements such as feminism, schools of American poetry, Spanish verse forms, life writing, and crime fiction.
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Sixteen questions about software reuse

TL;DR: Software reuse is the use of existing software knowledge or artifacts to build new software artifacts to be used in different systems to be distinguished from porting.
Book

Cataloging Cultural Objects: A Guide to Describing Cultural Works and Their Images

TL;DR: This cutting-edge reference offers practical resources for cataloging and flexibility to meet the needs of a wide range of institutions - from libraries to museums to archives to visual collections.
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