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"Looking for an amazing game I can relax and sink hours into...": A Study of Relevance Aspects in Video Game Discovery
T. Bogers1, M. Gäde2, M. Koolen3, V. Petras2, M. Skov4
1Aalborg University Copenhagen, Denmark; 2Humboldt-Universität zu Berlin, Germany; 3Royal Netherlands Academy of Arts and Sciences – Humanities Cluster, Amsterdam; 4Aalborg University, Denmark
With the rapid growth of the video game industry over the past decade, there has been a commensurate increase in research activity focused on a variety of aspects of video games. How people discover the video games they want to play and how they articulate these information needs is still largely unknown, however. A better understanding of video game-related information needs and what makes a game relevant to a user could aid in the design of more effective, domain-specific search engines. In this paper we take a first step towards such domain-specific understanding. We present an analysis of a random sample of 521 complex game requests posted on Reddit. A coding scheme was developed that captures the 41 different aspects of relevance and information needs expressed in these requests. We find that game requests contain an average of close to 5 different relevance aspects. Several of these relevance aspects are geared specifically to video games, while others are more general.
Moving Beyond Text: How Teens Evaluate Video-Based High Stakes Health Information via Social Media
K. M Booth1, E. M Trauth2
1University of Pittsburgh, United States of America; 2The Pennsylvania State University, United States of America
This paper qualitatively examines how teenagers in the US evaluate high stakes health information via social media. Through 30 semi-structured interviews with teens ages 13-18, we explore how teens interact with and make decisions about the quality of video-based exercise and nutrition content. Participants indicated that they are wary of advertisements and language that encourages extreme weight loss, yet prefer video content that is “fun” and engaging. Additionally, participants reported having explicit and implicit criteria for evaluating videos with health content that includes both graphic and content quality.
Engagement With Personal Music Collections
S. J. Cunningham
Waikato University, New Zealand
Over the past three decades, everyday music listening practices have transitioned from physical music media (vinyl, CDROM) to personally held digital (MP3, MPEG) to cloud-based streaming services (Spotify, Pandora). The impact of these media changes on personal attachment to music and on the concept of a personal music collection have been surprisingly neglected by the academic research community. This paper reflects on a series of studies on personal music collections / consumption in [Country X] dating back to 2002, focusing on the shifting concept of what constitutes a personal music collection and on the individual’s sense of engagement with that collection.