Papers 12: Digital Libraries, Curation and Preservation
Understanding Change in a Dynamic Complex Digital Object: Reading Categories of Change out of Patch Notes Documents
1University of Texas at Austin, United States of America; 2University of Illinois at Urbana-Champaign, USA; 3University of North Carolina at Chapel Hill, USA
Digital games are complex digital objects that straddle the line between leisure and work, and offer a unique source for contextualizing the role of change in engaging with digital objects. Understanding how complex digital objects evolve over time, and how such objects are framed as changing objects allows us to develop a more nuanced model for how different kinds of changes function in the lives of complex digital objects. This paper analyzes several years of patch notes for the digital game League of Legends through the methodology of reading to construct categories of kinds of changes and interpret the different roles of those categories. We propose a taxonomy of changes to a key part of the game ecosystem, and describe how the categories in this taxonomy limn a perspective on dynamic, complex digital objects that can lead to more nuanced and robust preservation efforts.
Save Point/s: Competing Values and Practices in the Field of Video Game Preservation
1University of California, Irvine, United States of America; 2University of the Philippines, Diliman, Philippines
This paper presents a Bourdieuvian way of understanding video game preservation as a nascent field with its discourse and praxis shaped by ontological differences and conflicting power structures. This is illustrated through a spectrum of valuation that treats video games as material artifacts on one end and embraces its ephemerality on the other. Video game preservation literature and initiatives are likely to lean towards one of these extremes which focuses either on ensuring the playability of games or documenting of gameplay and its expressions. These competing values and practices can be seen further by classifying and mapping out participants, illustrating power relations. There are points of overlap and tensions between industry players, cultural institutions, and fans given their respective conflicting nature, intent, and mechanisms when it comes to video game preservation. The shape and sustainability of this emerging field and frontier, the paper posits in the end, depend on how these tensions are addressed hopefully towards inclusion and collaboration.
Characterizing Same Work Relationships in Large-Scale Digital Libraries
University of Denver, United States of America
As digital libraries grow, they are prompting new consideration into same-work relationships. They provide unique opportunities for resource discovery but their scale and federated origins lead to challenges presented by duplicates and variants. Addressing this problem is complicated by metadata inconsistencies as well as structural/content differences. Following from work in algorithmically identifying duplicate works in the HathiTrust Digital Library, we present some cases that complicate our existing language for work entity relationships. These serve to contextualize the complexities of same-work alignment in digital libraries and ground future discussion around content similarity.
Prevalence and use of the term “business model” in the digital cultural heritage institution professional literature
1University of Wisconsin-Madison, United States of America; 2University College Dublin
We investigate how the term “business model" was used in the digital cultural heritage literature from 2000 to 2015 through content analysis. We found that discussion of business models is not prevalent and there is no observable growth trend. Analysis of how authors represented business models showed predominately positive uses of the concept although we found some discussion of tension between the concept of business model and traditional cultural heritage field values. We found that non- element representations of business models were more common than element representations. Within element representations the most common elements are income, customers, and partnerships.