Depiction of library use in video games: a content analysis

IF 1.7 3区 管理学 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Journal of Documentation Pub Date : 2023-06-15 DOI:10.1108/jd-03-2023-0046
E. Taylor, C. Liew
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引用次数: 0

Abstract

PurposeResearchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and attitudes. Video games, despite being relatively overlooked, are increasingly culturally relevant and can indicate library users' real needs and desires. This study investigates the ways in which video games depict characters using libraries to seek and use information.Design/methodology/approachA qualitative content analysis approach incorporating methods from information studies and game studies was applied. Tancheva's (2005) semiotic analysis of fictional libraries and Carr's (2019) textual approach provided the framing for the unique aspects of video games and their meanings. Carroll (2021)'s character analysis and Chatman (1996)'s theory on insiders–outsiders dynamic underpinned the data collection and analysis. The purposive sample included 15 video games released since 2010.FindingsVideo games depict game characters visiting libraries to solve short-term problems, to gain knowledge to improve themselves or to bond with others. Protagonists are often depicted as adventurers or outsiders who must adapt to unfamiliar places and situations to achieve their wider objectives. In these games, libraries provide useful documents, spaces or helpful guides and intellectuals who assist the protagonists. As outsiders, the protagonists seek information in libraries to help them learn about their environments and to immerse themselves in the local histories and cultures in their worlds. Overall, these depictions highlight both short- and long-term benefits of library use.Originality/valueAs with existing studies, the ways in which fictional library use appear in video games can suggest real needs and desires among library users. The findings from this study emphasise the importance of library services and spaces that help users both address short-term problems and immerse themselves in local concerns, with longer-term goals. Applying different research methods or lenses to analysing video games could deepen our understanding of what library users think and feel when they seek and use information in libraries.
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电子游戏中图书馆使用的描述:内容分析
信息研究人员研究了各种媒介对图书馆的虚构描述,因为这些图像可以反映和影响现实生活中的经历和态度。尽管电子游戏相对来说被忽视了,但它在文化上的相关性越来越强,并且可以表明图书馆用户的真正需求和愿望。本研究调查了电子游戏中角色使用图书馆寻找和使用信息的方式。设计/方法/方法采用了定性内容分析方法,结合了信息研究和游戏研究的方法。Tancheva(2005)对虚构图书馆的符号学分析和Carr(2019)的文本方法为电子游戏的独特方面及其意义提供了框架。Carroll(2021)的性格分析和Chatman(1996)的内部人-外部人动态理论是数据收集和分析的基础。目的样本包括自2010年以来发布的15款电子游戏。电子游戏描述了游戏角色去图书馆解决短期问题,获得知识以提高自己或与他人建立联系。主角通常被描绘成冒险家或局外人,他们必须适应不熟悉的地方和环境,以实现更广泛的目标。在这些游戏中,图书馆提供有用的文件、空间或帮助主角的向导和知识分子。作为局外人,主人公在图书馆寻找信息,帮助他们了解他们的环境,并沉浸在他们世界的当地历史和文化中。总的来说,这些描述强调了使用库的短期和长期好处。原创性/价值根据现有的研究,电子游戏中虚构图书馆的使用方式可以暗示图书馆用户的真实需求和愿望。这项研究的结果强调了图书馆服务和空间的重要性,这些服务和空间既能帮助用户解决短期问题,又能让他们沉浸在当地的关注中,并实现长期目标。应用不同的研究方法或视角来分析电子游戏可以加深我们对图书馆用户在图书馆寻找和使用信息时的想法和感受的理解。
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来源期刊
Journal of Documentation
Journal of Documentation INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
4.20
自引率
14.30%
发文量
72
期刊介绍: The scope of the Journal of Documentation is broadly information sciences, encompassing all of the academic and professional disciplines which deal with recorded information. These include, but are certainly not limited to: ■Information science, librarianship and related disciplines ■Information and knowledge management ■Information and knowledge organisation ■Information seeking and retrieval, and human information behaviour ■Information and digital literacies
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