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Relationships among Video Games: Existing Standards and New Definitions

机译:电子游戏之间的关系:现有标准和新定义

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This paper identifies and defines common relationshipsrnamong video games and interactive media in an attempt tornimprove our understanding of and support conceptual datarnmodeling in this domain. Existing models and standardsrnsuch as Dublin Core, Functional Requirements forrnBibliographic Records, Resource Description and Access,rnCIDOC Conceptual Reference Model, and CatalogingrnCultural Objects do offer a variety of relationships betweenrnresources; however, many video games are related in morerncomplex ways that cannot be adequately represented byrnthese models and standards, especially in ways that reflectrnhow game players understand games and how culturalrnheritage institutions might curate them. After thoroughrnreview of existing standards, consultation with domainrnexperts, and examination of sample game sets, we identifiedrnand defined 11 relationship types and 4 grouping entitiesrnprevalent in the video game domain, and offer suggestionsrnon how these might be represented in a conceptual model.
机译:本文确定并定义了视频游戏和交互式媒体之间的常见关系,以试图增进我们对这一领域概念数据建模的理解和支持。现有的模型和标准,例如都柏林核心,书目记录的功能要求,资源描述和访问,CIDOC概念参考模型以及目录文化对象,确实在资源之间提供了多种关系。但是,许多视频游戏的关联方式更为复杂,无法通过这些模型和标准充分体现出来,尤其是反映游戏玩家如何理解游戏以及文化遗产机构如何策划它们的方式。在全面审查现有标准,咨询领域专家并检查了样本游戏集之后,我们确定并定义了11种关系类型和4种在视频游戏领域中普遍存在的分组实体,并提出了如何在概念模型中表示这些建议。

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