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Relationships among video games: Existing standards and new definitions
Author(s) -
Lee Jin Ha,
Clarke Rachel Ivy,
Sacchi Simone,
Jett Jacob
Publication year - 2014
Publication title -
proceedings of the american society for information science and technology
Language(s) - English
Resource type - Journals
eISSN - 1550-8390
pISSN - 0044-7870
DOI - 10.1002/meet.2014.14505101035
Subject(s) - cataloging , computer science , variety (cybernetics) , domain (mathematical analysis) , cultural heritage , conceptual model , resource (disambiguation) , video game , multimedia , world wide web , data science , knowledge management , artificial intelligence , database , political science , mathematical analysis , computer network , mathematics , law
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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