A Study for Requirements of Video Games for Cataloging - Kazufumi Fukuda (Ritsumeikan University) International Digital Game ...
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A Study for Requirements of Video Games for Cataloging Kazufumi Fukuda (Ritsumeikan University) fukudakz@gmail.com International Digital Game Preservation 2019 (January 7th, 2019)
Preservation Activities at Ritsumeikan University • First project started in 1998. • Game Archive Project. http://www.gamearchive.jp/ • Ritsumeikan Center for Game Studies (RCGS) was established in 2011. • Ritsumeikan Center for Game Studies. http://www.rcgs.jp/ • Nakamura et al. (2017)
Owned Resources • 10,000 computer resources • Video games • 180 devices • Consoles, Personal Computers, Peripheral Equipment • 4,000 volumes • Video game Magazines, Strategy Guides, Catalogs, Game Studies, Journals, Reports
Published Data • Media-Arts Database (2015-) • https://mediaarts-db.bunka.go.jp/gm/ • Development version (Official Version scheduled to be released in 2020) • Comprehensive Catalogs for manga, anime, game and media arts • It is produced by Agency Cultural Affair. RCGS is in charge of design and construction of the game field database. • RCGS OPAC (2017-) • http://www.dh-jac.net/db/rcgs/search.php • Online Public Access Catalogue • Records of owned resources are registered.
Background • Huge number of video games are distributed to date. • In fact, 47,959 bibliographic records are registered in Media-Art Database. • https://mediaarts-db.bunka.go.jp/gm/ • Only console games and arcade games are registered in this catalog. Mobile games and PC games are not included.
Background • As the information environment changes, the video game platform is becoming borderless. Especially it is assumed that the huge number of mobile games are released. • Appropriate accessibility is required for video games. • There is no metadata model for adequately cataloging video games and providing access. It is currently being discussed.
Purpose • The purpose of this study is to extract requirements which are necessary for design of metadata model for cataloging video game. • Main targets are console games and PC games in this study • Based on FRBR (IFLA Study Group on the FRBR 2009) and IFLA Library Reference Model (IFLA LRM: Riva et al. 2017) • McDonough et al. 2010, Online Audiovisual Catalogers Inc. 2015 • Method • Topics gained through practice of cataloging • Analysis of previous studies
FRBR Figure. FRBR model entities from FRBR final reports http://www.ifla.org/files/assets/classification-and-indexing/functional-requirements-for-subject-authority-data/frsad-final-report.pdf
Previous Research • There are few studies focusing on resource characteristics of video games. • On the other hand, there are several studies on the data model. • McDonough (2010) • Online Audiovisual Catalogers Inc (2015) • Jett et al. (2017) • Fukuda & Mihara (2018)
Item (Manifestation) • Almost physical video games are composed of a plurality of parts. This is a distinct difference from books in traditional library materials. • These typically consist of one or more carriers containing the game content, manual in volume and containers. Figure. Opened Package “Final Fantasy XIII (PS3)” • It is required that bibliographic units are designed to be described each items.
Title (Manifestation) • The selected title is usually recorded in the local language or script. In the case of video games, statement in alphabets sometimes becomes a selected title. • The trend of englishization of video game titles has been strengthened in recent years (Fukuda et al. 2017). • How to control and mean by language tags. Figure. Package Image “Metal Gear Solid V (PS4)”
Nintendo DS Wii PlayStation Space Super Family Computer Symbol Family Computer Chinese Letter Alphabet Number Katakana Hiragana
Notes and Source (Manifestation) • Video game materials do not have a custom of recording colophons. • Release dates, price and responsibility statements are often not recorded in the materials. • These items are obtained from other resources such as magazines, catalogs or website. These sources of records are must be recorded.
Online Resource (Manifestation) • Rapid growth of the online resource game market • Distribution by online resources has been a popular format on mobile and PCs for several years. It has also become common in home games in recent years. • The online resource platform has a huge number of game titles. It is assumed that this is the reason that the barrier to the indie game has declined. • Game titles distributed on Google Play and APPSTORE exceed 1,000,000 in trial calculations.
Platform & Device (Manifestation & Expression) • Platform is a "Standard" or "Specification" that is strongly related to playing and implementing most video games, and even development and production. • It was assumed that users also uses this as a reference in identifying the game. • Montfort and Bogost (2009) • Kaltman et al. (2016) Figure. Logos of Platform
Platform & Device (Manifestation & Expression) • The platform is an abstract entity. In practice users often distinguish them with device and software. However, the platform and the device are not identical. • Some devices implement two or more platforms • ex: Nintendo DS implements Nintendo DS and Gameboy Advance • We need to construct authorities for platforms and devices. implements Platform Device Figure. Relationship among Platform entity and Device entity
Middleware & Game Engine (Manifestation & Expression) • Middleware and game engines provide (integrated) development environment for video games. • These are often expressed in videogame carrier, container and game contents. • Authorities or Controlled Vocabulary
Content Rating (Manifestation & Work) • Several standards of content rating are diffused for each region. • ex: ESRB, CERO, PEGI, IARC, USK, AustralianClassification, BBFC Figure. ESRB Content Rating • These are important attributes concerning game access and usage restrictions • It is also common that “content rating descriptors” indicating reasons for ratings are also shown together. • They are effective to records these using Figure. CERO Content Rating and Descriptor https://www.nintendo.co.jp/support/cero/index.html controlled vocabulary.
Software Version (Expression) • Popularization of online update • A huge number of derivatives arise from a (popular) game Figure. Version History of “Pokémon Go (Appstore)” https://itunes.apple.com/us/app/pok%C3%A9mon-go/id1094591345?mt=8
Identical Content (Expression) • Even with the same title, the game content may be different depending on the version • Ex “Biohazard 7 resident evil” • 30 type of packages are distributed in Japan • 9 games are created when distinguished by game contents • Normal Edition • Grotesque Version (PS4, Xbox One) • Normal Version (PS4, Xbox One) • Gold Edition • Grotesque Version (PS4, Xbox One) • Normal Version (PS4, Xbox One) • TEASER Figure. Image of “Biohazard 7 resident evil”
biohazard 7 title Biohazard 7 Normal Edition Biohazard 7 rg:wor k:#1 Gold Edition Biohazard 7 Trial Edition isPartOf isPartOf isPartOf title title title rg:wor expanded rg:wor expanded rg:wor k:#2 VersionOf k:#3 VersionOf k:#4 realize rg:pf:Xbox rg:pf:Play realize One realize realize realize station4 realize realize gamePlatform realize realize gamePlatform gamePlatform gamePlatform gamePlatform gamePlatform gamePlatform rg:expr rg:expr extremeE rg:expr rg:expr rg:expr rg:expr extremeE rg:expr rg:expr extremeE rg:expr extremeE ession: ession: ession: ession: ession: ession: ession: ession: ession: xpression xpression xpression xpression #7 #8 #9 #10 #11 #12 #13 #14 #15 Expanded Expanded Expanded Expanded embodies embodies embodies embodies embodies embodies embodies embodies embodies Figure. Apply to FRBR model of “Biohazard 7 resident evil” 21
Contributor (Expression) • Numerous people contribute for video 100 game development. 90 80 • As the scale of video game development 70 grows, the number of contributors will 60 50 increase. 40 30 • Contributors will not be shown in many 20 game careers or instruction books. We 10 0 need to reach the ending by playing the 1 2 Dragon Quest 3 4 Final Fantasy 5 game for input them. Figure. Number of Staffs noted in the ending
Creator (Work) • Video games are collective productions as mentioned above. Therefore it is not easy to clarify the creator of video games. • On the other hand, right holders are explicit. However, it is not clear whether it can be said that this is the creator. • It is an issue that there are many cases where notation of such particularly important responsibility is not clearly indicated. Figure. Statement at ending of “Super Mario Odyssey (Nintendo Switch)”
Series (Work & Expression) • The series of video games will have an important role in the identification of • W1 The Legend of Zelda the resource. • W1.1 The Legend of Zelda • W1.2 The Adventure of Link • Basically the series of video games can • W1.3 The Legend of Zelda: A Link to Past be regarded as one work. • W1.4 The Legend of Zelda: Link's Awakening • W1.5 The Legend of Zelda: Ocarina of Time • “The intellectual or artistic content of a … distinct creation” (Riva et al. 2017, p. 21) Figure. Nested Structure of The work of “The Legend of Zelda” • “Aggregate and Component Entity” (IFLA Study Group 2009) • This can be recorded in a nested structure.
Series (Work & Expression) • While, a part of video game series has twisted relationships (McDonough 2010) • Ex: Super Smash Bros. • Ex: Torneko no Daibōken: Fushigi no Dungeon Figure. Image of “Dairanto Smash Brothers Special (Nintendo Switch)”
Subject (Work) • Various facets are assumed to describe the contents of the video game (Lee et al. 2014) • It is necessary to construct a list for each facet. • Shortage is expected in the existing vocabulary made by library community. • Using Wikipedia as a dictionary of these records is considered an effective option
Compilation (Work & Expression) • Many compilation or collection type video games are distributed. • How to describe such content aggregation is an important issue in metadata modeling. • Modelling of Aggregation (Neill, Ed O 2011, Riva et al. 2017) • “Collection” entity (Jett et al. 2017) • In the case of video games, it is also required to record the upgrade package in relation to its Figure. Append Disc “beatmania 3rdMIX” foundation.
Conclusion • FRBR model is useful as a basis for description of video games. • However, interpretation and application of models based on the characteristics of video games are required. • In addition, it is necessary to advance the construction of controlled vocabulary and authority file peculiar to the game.
Device Form of Aspect Content Sound Colour Device Content Content Nomen TimeSpan Item Work Ratio Type Type connectedWith language Prepheral Equipment examplifiedBy formOfWork OfNomen deviceType soundContent Place subclassOf distributorOf Langua manufacturerOf xontentType appellationOf precededBy ge Device language subclassOf sequel of content associatedWith remadeAs aspectRatio associatedWith Console expression expandedAs of content Master inSeries Data Type subclassOf … colourContent implementedOn dedicated Work Series Personal DeviceOf part subclassOf Computer subclassOf derivationOf insertedIn asSubject realizedThrough masterDataType Res Platform subclassOf Topic Mobile platform porting sameVirtualWorld m creatorOf Computer emulated directorOf Middleware platform aggregated subclassOf producerOf or Game … Master executiveProducerOf middleware Character Engine Data productionCompanyOf middleware OrGameEngine actedBy OrGameEngine … awarded actorOf subclassOf … animatorOf rating embodiedIn artDirectorOf Event Rating deluxeEdition gameDesignerOf Reproduction marketerOf subclassOf memberOf rating insert … ContentDescriptor rating … subclassOf Rating publisherOf Agent GamePlay Content Package distributorOf Genre Descriptor manufacturerOf language Online subclassOf OfPerson Package file subclassOf subclassOf custodianOf Type subclassOf File Type Narrative examplifiedBy ownerOf Genre formerOwnerOf Physical package donerOf material Person mode Package EditionType sellerOf Type OfIssuance Material media broadcast Type language Award play encoding Item Type subclassOf Standard OfCollective Package Format carrier Agent Edition Type Type Mode of Broadcast Collective Issuance Media Standard Carrier Agent Encoding Type typeOf Type Type of Format subclassOf Collective Type of typeOf Agent Collective Encoding Corporate Agent Encoding Format Body Format
Future Works • Designing metadata model for videogame cataloging and publishing • Update RCGS-OPAC • Implementing web publishing system • Publish Linked Data • Developing Media-arts Database • From “development version” to “official version” • Designing a integration with multiple popular culture database such as manga and anime (大石 et al. 2018)
References • Neill, Ed O, Anders Cato, Paula Goossens, Judy Kuhagen, Barbara Tillett, Carol Van Nuys, and Maja Žumer. “Final Report of the Working Group on Aggregates,” no. 2010 (2011): 1– 20. • Fukuda, Kazufumi, and Tetsuya Mihara. “A Development of the Metadata Model for Video Game Cataloging: For the Implementation of Media-Arts Database.” In IFLA WLIC 2018 – Kuala Lumpur, Malaysia – Transform Libraries, Transform Societies in Session 75 - Audiovisual and Multimedia with Information Technology., 11, 2018. http://library.ifla.org/2132/. • 福田一史, 井上明人, 梁宇熹, シンジュヒョン, 向江駿佑, and 細井浩一. “家庭用ゲームソフトのタイトルに関する研究 : DBを活用した文字数・文字種の観点からみた マクロ的分析.” アート・リサーチ 17 (November 2017): 29–44. • IFLA Study Group on the Functional Requirements for Bibliographic Records. “Functional Requirements for Bibliographic Records: Final Report,” 2009. http://www.ifla.org/files/assets/cataloguing/frbr/frbr_2008.pdf. • Jett, Jacob, Simone Sacchi, Jin Ha Lee, and Rachel Ivy Clarke. “A Conceptual Model for Video Games and Interactive Media.” Journal of the Association for Information Science and Technology 67, no. 3 (2016): 505–17. https://doi.org/10.1002/asi.23409. • Kaltman, E, N Wardrip-Fruin, M Mastroni, G de Groat, G Edwards, M Barrett, and C Caldwell. “Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS.” Journal of Library Metadata 16, no. 1 (2016): 1–22. • Lee, J. H., Karlova, N., Clarke, R. I., Thornton, K., & Perti, A. “Facet Analysis of Video Game Genres.” In Proceedings of the IConference 2014, 125–39, 2014. • McDonough, Jerome, Matthew Kirschenbaum, Doug Reside, Neil Fraistat, and Dennis Jerz. “Twisty Little Passages Almost All Alike: Applying the FRBR Model to a Classic Computer Game.” Digital Humanities Quarterly 4, no. 2 (2010). http://www.digitalhumanities.org/dhq/vol/4/2/000089/000089.html. • Montfort, N., and I. Bogost. Racing the Beam: The Atari Video Computer System. Cambridge, MA: MIT Press, 2009. • Nakamura, Akinori, Koichi Hosoi, Kazufumi Fukuda, Akito Inoue, Takahashi Muneyuki, and Masayuki Uemura. “Endeavors of Digital Game Preservation in Japan - A Case of Ritsumeikan Game Archive Project.” In IPres2017, 2017. • 大石康介, 豊田将平, 吉岡孝祐, 三原鉄也, 永森光晴, and 杉本重雄. “[P05] マンガ・アニメ・ゲーム作品の横断的アーカイブのための作品間関係LODデータセット開 発.” デジタルアーカイブ学会誌 2, no. 2 (2018): 150–51. https://doi.org/10.24506/jsda.2.2_150. • Online Audiovisual Catalogers Inc, Cataloging Policy Committee, and Video Game RDA Best Practices Task Force. “Best Practices for Cataloging Video Games -Using RDA and MARC21,” 2015. http://olacinc.org/sites/capc_files/GameBestPractices.pdf.
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