Kvalitetsbegrepp Och Tv-Spelsbestånd En Fallstudie Av Tv-Spelsverksamheten På Malmö Stadsbibliotek

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Kvalitetsbegrepp Och Tv-Spelsbestånd En Fallstudie Av Tv-Spelsverksamheten På Malmö Stadsbibliotek MAGISTERUPPSATS I BIBLIOTEKS- OCH INFORMATIONSVETENSKAP VID INSTITUTIONEN BIBLIOTEKS- OCH INFORMATIONSVETENSKAP/BIBLIOTEKSHÖGSKOLAN 2007:147 ISSN 1654-0247 Kvalitetsbegrepp och tv-spelsbestånd En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek ERIC HARALDSSON SANDRA JANRELL © Eric Haraldsson/Sandra Janrell Mångfaldigande och spridande av innehållet i denna uppsats – helt eller delvis – är förbjudet utan medgivande. Svensk titel: Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv- spelsverksamheten på Malmö stadsbibliotek Engelsk titel: Quality Concepts and Video Game Collections - A Case Study of the Video Game Division at Malmo City Library Författare: Eric Haraldsson och Sandra Janrell Kollegium: Växjö Universitet Färdigställt: 2007 Handledare: Håkan Sterner Abstract: The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen’s library adapted, theory-based, model of quality definitions. In order to assess relevant properties of the video game collection, we performed a categorization according to the genre-based framework of Andrew Rollings and Ernest Adams and, to a lesser extent, the work on video game genres by Mark J. P. Wolf. The results indicate that Johannsen’s proposed persepectives on quality correspond well to the views expressed by the interviewed personnel. However, the properties of the video game catalogue imply a collection lacking in multitude, in many ways identical to the current ratio of the commercial market. The thesis argues that the cause of this discrepancy lies partly in a lack of documentation and guidelines concerning on what grounds the video games should be acquired. A more detailed policy concerning ways of implementing the available perspectives on quality into the routines of acquiring the actual collection could perhaps identify problems and remedy the situation indicated by the thesis. Nyckelord: tv-spel, kvalitet, Malmö stadsbibliotek, bestånd, urval, folkbibliotek, spel Innehållsförteckning 1. Inledning....................................................................................................................... 4 1.1 Syfte och frågeställningar....................................................................................... 5 1.2 Avgränsningar ........................................................................................................ 6 1.3 Definitioner............................................................................................................. 6 1.4 Informationssökning............................................................................................... 7 1.5 Disposition av uppsatsen ........................................................................................ 7 2. Tidigare forskning ........................................................................................................ 9 2.1 Kvalitetsbegreppet och urval av alternativa medier på bibliotek ........................... 9 2.2 Elektroniska spel på bibliotek .............................................................................. 10 2.3 Tv-spelskategorisering.......................................................................................... 13 2.4 Sammanfattning av tidigare forskning ................................................................. 14 3. Metod.......................................................................................................................... 16 3.1 Val av metoder...................................................................................................... 16 3.1.1 Kvalitativ metod - intervju ............................................................................ 16 3.1.2 Kvantitativ metod - katalogundersökning ..................................................... 17 3.1.2.1 Sekundäranalys av undersökning av tv-spelsmarknaden ........................... 18 3.2 Urval ..................................................................................................................... 20 3.2.1 Intervju .......................................................................................................... 20 3.2.2 Katalogundersökning..................................................................................... 20 3.3 Genomförande ...................................................................................................... 21 3.3.1 Intervju .......................................................................................................... 21 3.3.2 Katalogundersökning..................................................................................... 22 3.4 Etik gällande intervjuerna..................................................................................... 23 4. Teori ........................................................................................................................... 24 4.1 Teori kring kvalitet ............................................................................................... 25 4.1.1 Det transcendenta kvalitetsbegreppet ............................................................ 26 4.1.2 Det produktorienterade kvalitetsbegreppet.................................................... 26 4.1.3 Det användarorienterade kvalitetsbegreppet ................................................. 27 4.1.4 Det standardorienterade kvalitetsbegreppet................................................... 29 4.2 Kategoriseringssystem utifrån genreklassifikation............................................... 30 4.2.1 Actionspel (ej våldscentrerade) ..................................................................... 33 4.2.2 Actionspel (våldscentrerade) ......................................................................... 33 4.2.3 Adventure-spel .............................................................................................. 33 4.2.4 Artificiellt liv................................................................................................. 34 4.2.5 Fordonssimulatorer........................................................................................ 34 4.2.6 Konstruktions- och managementsimulatorer................................................. 35 4.2.7 Pusselspel ...................................................................................................... 35 4.2.8 Rollspel.......................................................................................................... 36 4.2.9 Rytm- och dansspel ....................................................................................... 36 4.2.10 Sportspel ...................................................................................................... 36 4.2.11 Strategispel .................................................................................................. 36 4.3 Kopplingar mellan valda teorier........................................................................... 37 2 5. Resultat och analys ..................................................................................................... 39 5.1 Bakgrund till fallstudie vid Malmö stadsbibliotek ............................................... 39 5.2 Resultat av kvalitativa forskningsintervjuer......................................................... 41 5.2.1 Resultat av intervju med Respondent A ........................................................ 41 5.2.2 Resultat av intervju med Respondent B ........................................................ 42 5.2.3 Resultat av intervju med Respondent C ........................................................ 43 5.2.4 Resultat och analys av intervju med Bibliotekstjänst.................................... 44 5.3 Analys av intervjuundersökning........................................................................... 44 5.3.1 Den transcendenta kvalitetsdefinitionen........................................................ 45 5.3.2 Den produktorienterade kvalitetsdefinitionen ............................................... 46 5.3.3 Den användarorienterade kvalitetsdefinitionen............................................. 46 5.3.4 Den standardorienterade kvalitetsdefinitionen.............................................. 47 5.4 Resultat av katalogundersökning.......................................................................... 48 5.4.1 Resultat av antalet titlar per genre ................................................................. 49 5.4.2 Resultat av antalet exemplar/konsol/titel....................................................... 51 5.5 Analys av katalogundersökning............................................................................ 52 5.6 Sammanfattning av resultat och analys ................................................................ 53 6. Diskussion .................................................................................................................. 54 6.1 Den transcendenta kvalitetsdefinitionen............................................................... 54 6.2 Den produktorienterade kvalitetsdefinitionen ...................................................... 55 6.3 Den användarorienterade kvalitetsdefinitionen.................................................... 55 6.4 Den standardorienterade
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