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Article
Publication date: 6 June 2018

Hyerim Cho, Marc L. Schmalz, Stephen A. Keating and Jin Ha Lee

The purpose of this paper is to improve the understanding of relevant information features for users seeking anime recommendations.

1404

Abstract

Purpose

The purpose of this paper is to improve the understanding of relevant information features for users seeking anime recommendations.

Design/methodology/approach

The study uses content analysis of 396 recommendation request threads from the online forum at Anime News Network.

Findings

In total, 19 important anime information features were identified, including Work, Theme, Genre, Audience, Mood, while Artwork/Visual Style, Audio Style, and Language were mentioned less frequently. However, when mentioned, these codes were discussed with specificity and depth.

Research limitations/implications

This study analyzed a relatively small number of 396 forum records, without demographic information. Using content analysis of online forum threads written by real users provided both informational breadth and depth. Future studies would benefit from using content analysis to investigate unfamiliar multimedia information and user groups.

Practical implications

The findings of this study can be implemented in anime-related databases and information systems to enhance organization, browsing/retrieval, and recommendation of anime, which can be further utilized for other audiovisual materials.

Originality/value

This is one of the few studies that investigate what anime users need and want. This research examines an understudied cultural medium, underserved by current research, despite an expanding community of anime users.

Details

Journal of Documentation, vol. 74 no. 5
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 31 May 2021

Nahed Salem and Ahmed Maher Khafaga Shehata

The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.

1183

Abstract

Purpose

The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.

Design/methodology/approach

The study adopted a comparative analytical method to explore the topic in both the DDC and the LCC schemes by comparing its processing method in both schemes. The study measures the extent to which both schemes succeed in allocating notations covering the topic’s literature.

Findings

The study reached several results, the most important of which are: the difference between the two main cognitive sections, to which they belong to the topic, namely, arts and recreation (700) in the DDC scheme and the geography section (G) in the LCC scheme, while they were found to share the same sub-section scheme. The two schemes do not allocate notations to address the subject of electronic games as literature and other notations that have not been embodied for electronic games themselves or in the form of a compact disc or other media.

Originality/value

As far as we know, this is the first paper that compares the treatment of video games in DDC and Library of Congress classification schemes. The study allows for understanding the difference in the treatment of topics in both schemes, which would help in the decision of the adoption of a particular classification scheme.

Details

Global Knowledge, Memory and Communication, vol. 71 no. 6/7
Type: Research Article
ISSN: 2514-9342

Keywords

Article
Publication date: 9 March 2022

Hyerim Cho, Chris Hubbles and Heather Moulaison-Sandy

Author information is one of the primary metadata elements for information access. While assigning “author(s)” has been relatively straightforward in library systems for textual…

Abstract

Purpose

Author information is one of the primary metadata elements for information access. While assigning “author(s)” has been relatively straightforward in library systems for textual resources, challenges have emerged in recording creatorship information for collaborative creative works, with surrogates erring on the side of caution and providing little information. This study aims to present improvements to the conceptual understanding of collaborative creatorship and relevant cataloging practice in video games.

Design/methodology/approach

The current study is a theoretical investigation of the authorship role of individuals in collaborative creative works, using video games as a case study. The investigation is based on the literature on video game user needs and authorship theory.

Findings

Reviews of literature present a disconnect between video game information user needs and currently available author information in library systems. Further analysis of the author/creator concept reveals insufficiencies in adopting auteur theory as the theory is applied to film. Exploration of access practices for other large collaborative creative products and an analysis of user tasks show potentially fruitful directions for future studies. This study recommends identifying primary roles that individuals adopt in video game creations and leveraging crowdsourced-creator information in library databases to enhance the visibility of author information for video games.

Originality/value

By incorporating authorship theories and research from various domains such as film studies, intellectual history and library and information science, this study provides interdisciplinary, theoretical considerations as well as practical suggestions to enhance the current cataloging practice.

Details

Journal of Documentation, vol. 78 no. 6
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 31 May 2024

Sára Forgács-Fábián, Sándor Takács and Amitabh Anand

By focussing on the anticipated emotional reactions of volunteers and drawing on theories of motivation and identity, this study investigates how volunteers react to different…

Abstract

Purpose

By focussing on the anticipated emotional reactions of volunteers and drawing on theories of motivation and identity, this study investigates how volunteers react to different options of the entrepreneurial model of Amigos for Children Foundation (ACF). The paper proposes a hypothetical model for volunteer’s emotional reactions to potential business model changes. We suggest the relative importance of intrinsic motivational factors, professional identity and attitudes towards business organisations as mediating variables. ACF works exclusively with university students as volunteers, so their specific characteristics may limit some of the conclusions and propositions of this qualitative research, but public policy consequences of supporting similar entrepreneurial transitions can be generally relevant.

Design/methodology/approach

Based on the qualitative analysis of semi-structured interviews with volunteers of ACF, a Hungarian non-profit organisation, we explore the challenges of transitioning into a social enterprise.

Findings

Previous research showed controversial results about the impact of pay on the motivations of volunteers. For a non-profit organisation that would like to utilise the competencies of its volunteers, introducing a market-based service may mean additional financial resources and the potential loss of human resources. Understanding the moderating factors of volunteers' reactions might help build better theories for managing the non-profit-social enterprise transition and designing public policies to support scaling up the impact of successful social purpose organisations.

Originality/value

For practitioners, the research underlines the importance of participatory mechanisms in volunteer management. By managing transitions better, non-profit organisations can expand their social impact by acquiring more financial resources through market-based activities closely related to their original activities and keeping their volunteers. The study elucidates the relevance of the crowding-out effect and indicates some hypothetical moderating variables influencing its potential degree.

Details

Journal of Entrepreneurship and Public Policy, vol. 13 no. 3
Type: Research Article
ISSN: 2045-2101

Keywords

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