2015
DOI: 10.1002/asi.23409
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A conceptual model for video games and interactive media

Abstract: In this article, we describe a conceptual model for video games and interactive media. Existing conceptual models such as the Functional Requirements for Bibliographic Records (FRBR) are not adequate to represent the unique descriptive attributes, levels of variance, and relationships among video games. Previous video game-specific models tend to focus on the development of video games and their technical aspects. Our model instead attempts to reflect how users such as game players, collectors, and scholars un… Show more

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Cited by 21 publications
(22 citation statements)
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“…This confusion about conceptual level of description inspired development of a conceptual model to inform catalogers about exactly which entity they are describing (e.g., game, game edition, local release, etc. ; Jett, Sacchi, Lee, & Clarke, in press).…”
Section: Findings and Discussionmentioning
confidence: 99%
“…This confusion about conceptual level of description inspired development of a conceptual model to inform catalogers about exactly which entity they are describing (e.g., game, game edition, local release, etc. ; Jett, Sacchi, Lee, & Clarke, in press).…”
Section: Findings and Discussionmentioning
confidence: 99%
“…To reconcile some of the aforementioned issues that additional content presents for cultural heritage institutions, we propose a new model (Figure 1) that better defines and represents additional content and its related descriptive information [6]. This model is designed to represent video games as they are published across various markets.…”
Section: A Proposed Solutionmentioning
confidence: 99%
“…The latter activity has been pursued in three ways with respect to video games: describing aspects of video game design [17], describing attributes and properties of video games that support archival provenance modeling [13], and describing entities, attributes, and relationships that support rich bibliographic description of video games [10,8,7]. All of these efforts are responding to a burgeoning need to preserve and examine video games, and games in general, as rich cultural heritage objects.…”
Section: Background and Motivationmentioning
confidence: 99%