Purpose
The purpose of this paper is to improve the understanding of relevant information features for users seeking anime recommendations.
Design/methodology/approach
The study uses content analysis of 396 recommendation request threads from the online forum at Anime News Network.
Findings
In total, 19 important anime information features were identified, including Work, Theme, Genre, Audience, Mood, while Artwork/Visual Style, Audio Style, and Language were mentioned less frequently. However, when mentioned, these codes were discussed with specificity and depth.
Research limitations/implications
This study analyzed a relatively small number of 396 forum records, without demographic information. Using content analysis of online forum threads written by real users provided both informational breadth and depth. Future studies would benefit from using content analysis to investigate unfamiliar multimedia information and user groups.
Practical implications
The findings of this study can be implemented in anime-related databases and information systems to enhance organization, browsing/retrieval, and recommendation of anime, which can be further utilized for other audiovisual materials.
Originality/value
This is one of the few studies that investigate what anime users need and want. This research examines an understudied cultural medium, underserved by current research, despite an expanding community of anime users.
Game development artifacts resulting from the creation process of video games, such as design documents, style guides, test builds, and marketing materials, provide rich contextual information about how and why the game was created. Better organizing and preserving these materials will not only enrich our understanding of the history of these media but also educate and inspire the next generation of video game creators. This research aims to improve our theoretical understanding of how to organize and represent game development artifacts by examining the various types of artifacts created and their attendant issues and challenges. We adopted a multimethod approach employing an examination of existing collections and 29 interviews with creators, information professionals, and game researchers. From these data, we analyze the current practices, expressed values, and perceived challenges of these stakeholders, produce a taxonomy of game development artifacts, and provide best practices recommendations for describing them.
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