The purpose of this paper is to investigate the sociocultural underpinnings of wiki-based knowledge production in the videogame domain, and to elucidate how these underpinnings…
Abstract
Purpose
The purpose of this paper is to investigate the sociocultural underpinnings of wiki-based knowledge production in the videogame domain, and to elucidate how these underpinnings relate to the formation of wikis as resources of videogame documentation.
Design/methodology/approach
The paper is based on a three-month ethnographic investigation of knowledge practices on the Dark Souls Wiki (DSW). In focus of the analysis were the boundaries and knowledge aims of the DSW, together with how its contributors organized inquiries and used various sources, methods of investigation, and ways of warranting knowledge claims.
Findings
The principal result of the paper is an empirical account of how the DSW functions as a culture of knowledge production, and how the content and structure of the wiki connects to the knowledge practices of its contributors. Four major factors that influenced knowledge practices on the wiki were identified: the structures and practices established by the community’s earlier wiki efforts; principles and priorities that informed wiki knowledge practices; the characteristics of the videogame in focus of the site’s knowledge-building work; the extent and types of relevant documentation provided by videogame industry, the videogaming press included.
Originality/value
Previous research has shown interest in investigating the mechanisms by which community-created knowledge and online resources of documentation emerge, and how these are utilized in play. There is, however, little research seeking to elucidate the sociocultural structures and practices that determine and sustain collaborative online videogame knowledge production.
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Isto Huvila, Olle Sköld and Lisa Börjesson
Sharing information about work processes has proven to be difficult. This applies especially to information shared from those who participate in a process to those who remain…
Abstract
Purpose
Sharing information about work processes has proven to be difficult. This applies especially to information shared from those who participate in a process to those who remain outsiders. The purpose of this article is to increase understanding of how professionals document their work practices with a focus on information making by analysing how archaeologists document their information work in archaeological reports.
Design/methodology/approach
In total 47 Swedish archaeological reports published in 2018 were analysed using close reading and constant comparative categorisation.
Findings
Even if explicit narratives of methods and work process have particular significance as documentation of information making, the evidence of information making is spread out all over the report document in (1) procedural narratives, (2) descriptions of methods and tools, (3) actors and actants, (4) photographs, (5) information sources, (6) diagrams and drawings and (7) outcomes. The usability of reports as conveyors of information on information making depends more on how a forthcoming reader can live with it as a whole rather than how to learn of the details it recites.
Research limitations/implications
The study is based on a limited number of documents representing one country and one scholarly and professional field.
Practical implications
Increased focus on the internal coherence of documentation and the complementarity of different types of descriptions could improve information sharing. Further, descriptions of concepts that refer to work activities and the situation when information came into being could similarly improve their usability.
Originality/value
There is little earlier research on how professionals and academics document and describe their information activities.
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J. Tuomas Harviainen, Richard D. Gough and Olle Sköld
Purpose – To examine the connection between social media and games, and to analyze information phenomena relating to them.Design/methodology/approach – A survey of existing…
Abstract
Purpose – To examine the connection between social media and games, and to analyze information phenomena relating to them.
Design/methodology/approach – A survey of existing research is combined with results from two studies.
Findings – Players use game-related social media as an expansion of play and as a substitute of it, while avoiding information overload in the form of finding out so much that it damages the play experience.
Research limitations/implications – The number of potential game-related social media sources is so high that this chapter mostly presents just the early steps toward researching them further.
Practical implications – The chapter reveals the tight connection that has been formed between games and social media, showing that to properly research one, a look at also the other is necessary.
Originality/value – The chapter presents initial guidelines on where to start in researching game-related social media, an area that has so far seen very little research from both game studies and information scholars.
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– The purpose of this paper is to explore how virtual world communities employ new media as a repository to record information about their past.
Abstract
Purpose
The purpose of this paper is to explore how virtual world communities employ new media as a repository to record information about their past.
Design/methodology/approach
Using the notions of documentary practice and memory-making as a framework, a case study of MMORPG City of Heroes’ (CoH) virtual community on Reddit discussion board “/r/cityofheroes” was conducted. The study consists of an interpretative analysis of posts, comments, images, and other materials submitted to /r/cityofheroes during a period of approximately seven months.
Findings
The principal finding of the study is that the CoH community, with varying levels of intentionality, documented a range of pasts on /r/cityofheroes, relating to CoH as a game world, a site of personal experience, a product, a nexus of narratives, and a game. The analysis also lays bare the community’s memory-making processes, in which the documented conceptions of CoH’s past were put to work in the present, informing community action and viewpoints.
Originality/value
Games and gaming practices are increasingly prevalent in leisure and professional settings. This trend, which makes virtual environments and online media proxies for or augmentations of “real life”, makes it necessary for information scholars to understand how the full range of human information behaviours, including documenting, and memory-making, emerge or are replicated online. Additionally, few studies have examined the interplay between new media affordances, documentary practices, and memory-making in the context of virtual world communities.
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Marit Kristine Ådland is a Ph.D. student at Oslo and Akershus University College of Applied Science. Her research interests and activity is within knowledge organization…
Abstract
Marit Kristine Ådland is a Ph.D. student at Oslo and Akershus University College of Applied Science. Her research interests and activity is within knowledge organization, information behavior, information retrieval, and information architecture. Her current research explores users’ tags and tagging behavior in the field of cancer information. She teaches classification and indexing to students training in librarianship.
Gunilla Widén and Kim Holmberg
The purpose of this book is to collect current research representing different aspects of social information with emphasis on the new innovations supporting contemporary…
Abstract
The purpose of this book is to collect current research representing different aspects of social information with emphasis on the new innovations supporting contemporary information behavior. To begin with, we need to define what we mean by social information in general and in the area of information science in particular. It is interesting to notice that social information is a concept used and researched in many different disciplines. Besides information science, the concept of social information has been studied in biology, psychology, and sociology among other disciplines.
J. Tuomas Harviainen and Amon Rapp
The purpose of this paper is to expand the research of games as information systems. It illustrates how significant parts of massively multiplayer online role-playing function…
Abstract
Purpose
The purpose of this paper is to expand the research of games as information systems. It illustrates how significant parts of massively multiplayer online role-playing function like information retrieval from a library database system.
Design/methodology/approach
By combining ideas from earlier contributions on the topics of game environments as information systems, the paper explores how gameplay connects to information retrieval, restricted content access, and information system structure. The paper then proceeds to examine this idea through an ethnographic study conducted in World of Warcraft during 2012-2016.
Findings
By discussing how multiplayer digital game play is a form of information retrieval, the paper shows that players enjoy the well-restricted access to information that is a constitutive element of gameplay. Examining controlled access, procedural literacies and emphatic keywords, the paper finds that content relevances and system use may be influenced by hedonic concerns rather than task efficiency.
Originality/value
The study of retrieval issues related to gaming enriches our knowledge on inferences in retrieval. It shows that people may prefer that their access to information be limited, in order to make system use more interesting.