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Searching Within and Across Games.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Searching Within and Across Games./
作者:
Anderson, Barrett.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
234 p.
附註:
Source: Dissertations Abstracts International, Volume: 82-08, Section: A.
Contained By:
Dissertations Abstracts International82-08A.
標題:
Information science. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28263623
ISBN:
9798569972159
Searching Within and Across Games.
Anderson, Barrett.
Searching Within and Across Games.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 234 p.
Source: Dissertations Abstracts International, Volume: 82-08, Section: A.
Thesis (Ph.D.)--University of California, Santa Cruz, 2020.
This item must not be sold to any third party vendors.
Media like videogames (and novels, film, music, etc.) play an important role in most people's lives, and creation and comprehension of these works benefit from critical study. Scholarly analysis of media has been facilitated by information retrieval technology, which not only saves time, but also makes it possible to ask new kinds of questions. These benefits are relevant for any students or educators whose work includes the creation and interpretation of interactive media. However, current approaches treat games as monolithic artifacts because they are not capable of ingesting and crawling the content of games, and even modern search engines are better at capturing secondary text-based sources about games such as criticism, guides, and reviews. Moments that can take place within a game could instead be treated like pages in a book or like sites on the web. In this dissertation I describe research that identifies the needs of scholars and other experts for videogame moment retrieval, the development of two interactive systems that can meet a subset of those needs, and a publicly available corpus of student games that can enable artificial intelligence, information retrieval, and digital humanities research. My work contributes a new technical method to game studies, and a new domain of complex and culturally relevant data to information retrieval. Finally, my work contributes to game education with the design of search and visualization tools that could be used to analyze student game projects, to inspire future student work, and potentially to be incorporated directly into future student work processes.
ISBN: 9798569972159Subjects--Topical Terms:
554358
Information science.
Subjects--Index Terms:
Game Studies
Searching Within and Across Games.
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Media like videogames (and novels, film, music, etc.) play an important role in most people's lives, and creation and comprehension of these works benefit from critical study. Scholarly analysis of media has been facilitated by information retrieval technology, which not only saves time, but also makes it possible to ask new kinds of questions. These benefits are relevant for any students or educators whose work includes the creation and interpretation of interactive media. However, current approaches treat games as monolithic artifacts because they are not capable of ingesting and crawling the content of games, and even modern search engines are better at capturing secondary text-based sources about games such as criticism, guides, and reviews. Moments that can take place within a game could instead be treated like pages in a book or like sites on the web. In this dissertation I describe research that identifies the needs of scholars and other experts for videogame moment retrieval, the development of two interactive systems that can meet a subset of those needs, and a publicly available corpus of student games that can enable artificial intelligence, information retrieval, and digital humanities research. My work contributes a new technical method to game studies, and a new domain of complex and culturally relevant data to information retrieval. Finally, my work contributes to game education with the design of search and visualization tools that could be used to analyze student game projects, to inspire future student work, and potentially to be incorporated directly into future student work processes.
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