3,222 research outputs found

    A Qualitative Investigation of Users’ Video Game Information Needs and Behaviors

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    Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire, and play video games. With the aim of better understanding people’s game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video games. Participants included casual and avid gamers, parents, collectors, industry professionals, librarians, and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations on appeals, offering multiple automatic organization options, and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games

    Why Video Game Genres Fail: A Classificatory Analysis

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    This paper explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization, and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. This analysis helps inform potential future practical applications for describing video games at cultural heritage institutions such as libraries, museums, and archives, as well as furthering the understanding of video game genre and genre classification for game studies at large

    Understanding appeals of video games for readers’ advisory and recommendation

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    Information for original publication: Lee, Jin Ha et al. Understanding Appeals of Video Games for Readers' Advisory and Recommendation. Reference & User Services Quarterly, [S.l.], v. 57, n. 2, p. 127-139, dec. 2017. ISSN 1094-9054. Available at: . doi:http://dx.doi.org/10.5860/rusq.57.2.6529.Despite their increasing popularity and inclusion in library collections, video games are rarely suggested in library advisory or recommendation services. In this work, we use the concept of appeals from existing literature in readers' advisory and media studies to understand what attracts people to play certain games. Based on 1,257 survey responses, we identify sixteen different appeals of video games and elaborate how these appeals are expressed in users' terms. We envision these appeals can serve as an additional access point for video games and will be particularly useful for recommendation and advisory services. In addition, we also examined the correlation between appeals and common game genres. The relationships between appeals and genres observed from our data support our argument that appeals can serve as a complementary access point to result in more diversified sets of recommendations across genres. In our future work, we plan to further investigate individual appeals such as mood and narrative across multiple types of media

    Developing a Video Game Metadata Schema for the Seattle Interactive Media Museum

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    As interest in video games increases, so does the need for intelligent access to them. However, traditional organizational systems and standards fall short. In order to fill this gap, we are collaborating with the Seattle Interactive Media Museum to develop a formal metadata schema for video games. In the paper, we describe how the schema was established from a user-centered design approach and introduce the core elements from our schema. We also discuss the challenges we encountered as we were conducting a domain analysis and cataloging real-world examples of video games. Inconsistent, vague, and subjective sources of information for title, genre, release date, feature, region, language, developer and publisher information confirm the importance of developing a standardized description model for video games

    User Perceptions of Associative Thesaural Relationships: A Preliminary Study

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    This study investigates whether potential library users can identify distinctions of associative relationships in Library of Congress Subject Headings (LCSH) and whether they perceive such relationships as useful. This work tests previous presumptions about user needs and capabilities regarding associative relationships. It lays a foundation for an interconnected network of subject relationships to navigate both libraries and the Web. Using sample related term pairs sourced, potential library users on Amazon Mechanical Turk were asked to identify narrower distinctions of established associative relationship types. Results indicate that some associative relationship types, especially near-synonymous/frequently interchangeable terms, are easily identifiable while others, like position in time and space, remain problematic. Despite an inclination against library catalog use, potential library users do perceive associative relationships as useful and suggest a variety of additional associative relationship types. For some users, the type of associative relationship may be less important than relationship closeness or proximity.ye

    RexAB promotes the survival of staphylococcus aureus exposed to multiple classes of antibiotics

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    Antibiotics inhibit essential bacterial processes, resulting in arrest of growth and, in some cases, cell death. Many antibiotics are also reported to trigger endogenous production of reactive oxygen species (ROS), which damage DNA, leading to induction of the mutagenic SOS response associated with the emergence of drug resistance. However, the type of DNA damage that arises and how this triggers the SOS response are largely unclear. We found that several different classes of antibiotic triggered dose-dependent induction of the SOS response in Staphylococcus aureus, indicative of DNA damage, including some bacteriostatic drugs. The SOS response was heterogenous and varied in magnitude between strains and antibiotics. However, in many cases, full induction of the SOS response was dependent upon the RexAB helicase/nuclease complex, which processes DNA double-strand breaks to produce single-stranded DNA and facilitate RecA nucleoprotein filament formation. The importance of RexAB in repair of DNA was confirmed by measuring bacterial survival during antibiotic exposure, with most drugs having significantly greater bactericidal activity against rexB mutants than against wild-type strains. For some, but not all, antibiotics there was no difference in bactericidal activity between wild type and rexB mutant under anaerobic conditions, indicative of a role for reactive oxygen species in mediating DNA damage. Taken together, this work confirms previous observations that several classes of antibiotics cause DNA damage in S. aureus and extends them by showing that processing of DNA double-strand breaks by RexAB is a major trigger of the mutagenic SOS response and promotes bacterial survival

    Approximate probabilistic verification of hybrid systems

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    Hybrid systems whose mode dynamics are governed by non-linear ordinary differential equations (ODEs) are often a natural model for biological processes. However such models are difficult to analyze. To address this, we develop a probabilistic analysis method by approximating the mode transitions as stochastic events. We assume that the probability of making a mode transition is proportional to the measure of the set of pairs of time points and value states at which the mode transition is enabled. To ensure a sound mathematical basis, we impose a natural continuity property on the non-linear ODEs. We also assume that the states of the system are observed at discrete time points but that the mode transitions may take place at any time between two successive discrete time points. This leads to a discrete time Markov chain as a probabilistic approximation of the hybrid system. We then show that for BLTL (bounded linear time temporal logic) specifications the hybrid system meets a specification iff its Markov chain approximation meets the same specification with probability 11. Based on this, we formulate a sequential hypothesis testing procedure for verifying -approximately- that the Markov chain meets a BLTL specification with high probability. Our case studies on cardiac cell dynamics and the circadian rhythm indicate that our scheme can be applied in a number of realistic settings

    Adjuvant Iodine 131

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    Background. Survival after liver resection for HCC is compromised by a high rate of intrahepatic recurrence. Adjuvant treatment with a single, postoperative dose of intra-arterial I131 lipiodol has shown promise, as a means of prolonging disease-free survival (DFS). Methodology. DFS and overall survival (OS) after a single dose of postoperative I131 lipiodol were compared to liver resection alone, for treatment of hepatocellular carcinoma (HCC). Data were collected retrospectively for patients who had a curative resection for HCC between December 1993 and September 2011. Seventy-two patients were given I131 lipiodol after surgery and 70 patients had surgery alone. Results. The DFS at 1, 3, and 5 years was 72%, 43%, and 26% in the surgery group and 70%, 39%, and 29% in the adjuvant I131 lipiodol group (p=0.75). The 1-, 3-, and 5-year OS was 83%, 64%, and 52% in the surgery group and 96%, 72%, and 61% in the adjuvant I131 lipiodol group (p=0.16). Conclusion. This retrospective study has found no significant benefit to survival, after adjuvant treatment with I131 lipiodol

    Phase preserving amplification near the quantum limit with a Josephson Ring Modulator

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    Recent progress in solid state quantum information processing has stimulated the search for ultra-low-noise amplifiers and frequency converters in the microwave frequency range, which could attain the ultimate limit imposed by quantum mechanics. In this article, we report the first realization of an intrinsically phase-preserving, non-degenerate superconducting parametric amplifier, a so far missing component. It is based on the Josephson ring modulator, which consists of four junctions in a Wheatstone bridge configuration. The device symmetry greatly enhances the purity of the amplification process and simplifies both its operation and analysis. The measured characteristics of the amplifier in terms of gain and bandwidth are in good agreement with analytical predictions. Using a newly developed noise source, we also show that our device operates within a factor of three of the quantum limit. This development opens new applications in the area of quantum analog signal processing
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