Empirical Evaluation of Metadata for Video Games and Interactive Media Jin Ha Lee Information School, University of Washington, Mary Gates Hall, Suite 370, Seattle, WA 98195. E-mail:
[email protected] Rachel Ivy Clarke Information School, University of Washington, Mary Gates Hall, Suite 370, Seattle, WA 98195. E-mail:
[email protected] Andrew Perti Seattle Interactive Media Museum, 305 Harrison Street, Seattle, WA 98109. E-mail:
[email protected] Despite increasing interest in and acknowledgment of Introduction the significance of video games, current descriptive practices are not sufficiently robust to support search- Video games are of increasing importance to American ing, browsing, and other access behaviors from diverse society as objects of economic stimulus as well as cultural user groups. To address this issue, the Game Metadata heritage. Because of this increased interest in games for Research Group at the University of Washington consumer entertainment as well as historical, cultural, and Information School, in collaboration with the Seattle Interactive Media Museum, worked to create a standard- scientific study, many cultural heritage institutions have ized metadata schema. This metadata schema was established collections of video games and related media. empirically evaluated using multiple approaches— The Library of Congress collects, preserves, and offers collaborative review, schema testing, semi-structured access to two main types of video games: educational games user interview, and a large-scale survey. Reviewing and that support the Library’s initiatives and controversial games testing the schema revealed issues and challenges in sourcing the metadata for particular elements, determin- collected to support legislation related to sex and violence in ing the level of granularity for data description, and video games (Owens, 2012).