Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres

Detalhes bibliográficos
Autor(a) principal: Santana, Fernanda Lacerda
Data de Publicação: 2023
Outros Autores: Gomes, Amanda Garcia, Coneglian, Caio Saraiva
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista EDICIC
Texto Completo: https://ojs.edicic.org/revistaedicic/article/view/207
Resumo: Information retrieval through tags assigned by users in information systems characterizes the use of folksonomy. In this context, studies on representation and retrieval using folksonomy in Information Science have been gaining importance in recent years. Folksonomy in electronic gaming platforms can significantly support the retrieval of existing genres in the gaming industry when tags are assigned. In light of this, this research aims to identify folksonomy in the assignment of popular markers made by users to represent two genres in the universe of electronic games on the Steam platform. As a hypothesis, it proposes that the assignment of tags to represent electronic games results from the collaborative practice of users in assigning markers to games, considering the representational function of the tag. Regarding methodology, it is characterized as descriptive, exploratory research with a qualitative approach, with direct observation. The methodological procedures were divided into three phases (organization of material, treatment of results, inferences, and interpretations). The analysis considered general aspects of popular markers in relation to genres and the presentation of the representational function of tags, organizing them into Identification, Typology, Categorization, and Characterization. As a result, folksonomy was identified through popular markers that refer to the genre's style, gameplay experience, available audiovisual resources, gameplay, and game plot. It was possible to perceive that the community itself that creates the genres can also identify their characteristics. It is concluded that gaming indexing platforms themselves need user-generated representations to aid in the identification process of games and their characteristics.
id EDICIC-1_83759276c1f0813a85f135cc90e1e93b
oai_identifier_str oai:ojs.pkp.sfu.ca:article/207
network_acronym_str EDICIC-1
network_name_str Revista EDICIC
repository_id_str
spelling Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genresFolksonomía en plataformas de juegos electrónicos: análisis de los marcadores populares en los géneros roguelike y soulslikeFolksonomia em plataforma de jogos eletrônicos: análise dos marcadores populares do gênero roguelike e soulslikeFolksonomíaJuegos ElectrónicosRoguelikeSoulslikeFolksonomiaJogos EletrônicosRoguelikeSoulslikeFolksonomyElectronic GamesRoguelikeSoulslikeInformation retrieval through tags assigned by users in information systems characterizes the use of folksonomy. In this context, studies on representation and retrieval using folksonomy in Information Science have been gaining importance in recent years. Folksonomy in electronic gaming platforms can significantly support the retrieval of existing genres in the gaming industry when tags are assigned. In light of this, this research aims to identify folksonomy in the assignment of popular markers made by users to represent two genres in the universe of electronic games on the Steam platform. As a hypothesis, it proposes that the assignment of tags to represent electronic games results from the collaborative practice of users in assigning markers to games, considering the representational function of the tag. Regarding methodology, it is characterized as descriptive, exploratory research with a qualitative approach, with direct observation. The methodological procedures were divided into three phases (organization of material, treatment of results, inferences, and interpretations). The analysis considered general aspects of popular markers in relation to genres and the presentation of the representational function of tags, organizing them into Identification, Typology, Categorization, and Characterization. As a result, folksonomy was identified through popular markers that refer to the genre's style, gameplay experience, available audiovisual resources, gameplay, and game plot. It was possible to perceive that the community itself that creates the genres can also identify their characteristics. It is concluded that gaming indexing platforms themselves need user-generated representations to aid in the identification process of games and their characteristics.La recuperación de información a través de etiquetas asignadas por usuarios en sistemas de información caracteriza el uso de la folksonomía. En este contexto, los estudios sobre representación y recuperación utilizando la folksonomía en la Ciencia de la Información están ganando relevancia en los últimos años. La folksonomía en plataformas de juegos electrónicos puede respaldar significativamente la recuperación de los géneros existentes en la industria de los juegos cuando se asignan etiquetas. En este sentido, esta investigación tiene como objetivo identificar la folksonomía en la asignación de etiquetas populares realizada por usuarios para representar dos géneros en el universo de los juegos electrónicos en la plataforma Steam. Como hipótesis, se propone que la asignación de etiquetas para representar los juegos electrónicos resulta de la práctica colaborativa de los usuarios al asignar etiquetas a los juegos, considerando la función representativa de la etiqueta. En cuanto a la metodología, se caracteriza como una investigación descriptiva, exploratoria con enfoque cualitativo y observación directa. Los procedimientos metodológicos se dividieron en tres fases (organización del material, tratamiento de los resultados, inferencias e interpretaciones). El análisis se realizó teniendo en cuenta aspectos generales de las etiquetas populares con relación a los géneros y la presentación de la función representativa de las etiquetas, organizándolas en Identificación, Tipología, Categorización y Caracterización. Como resultado, la folksonomía se identificó a través de las etiquetas populares que se refieren al estilo del género, la experiencia de juego y los recursos audiovisuales disponibles, así como la jugabilidad y la trama de los juegos. Fue posible observar que la comunidad misma que crea los géneros también puede identificar sus características. Se concluye que las propias plataformas de indexación de juegos necesitan las representaciones creadas por los usuarios para ayudar en el proceso de identificación de los juegos y sus características.A recuperação da informação por meio de tags atribuídas por usuários em sistemas de informação caracteriza o emprego da folksonomia. Neste contexto, os estudos sobre representação e recuperação utilizando a folksonomia na Ciência da Informação estão ganhando relevância nos últimos anos. A folksonomia em plataforma de jogos eletrônicos pode apoiar significativamente a recuperação dos gêneros existentes na indústria de jogos quando são atribuídas tags. Diante disso, esta pesquisa tem como objetivo identificar a folksonomia na atribuição de marcadores populares feita por usuários para representação de dois gêneros no universo dos jogos eletrônicos na plataforma Steam. Como hipótese propõe que a atribuição de tags para representar os jogos eletrônicos resulta da prática colaborativa dos usuários em atribuir os marcadores nos jogos, considerando a função representacional da tag. Quanto à metodologia, caracteriza-se como pesquisa descritiva, exploratória de abordagem qualitativa, com observação direta. Os procedimentos metodológicos foram divididos em três fases (organização do material, tratamento dos resultados, inferências e interpretações). A análise ocorreu considerando aspectos gerais dos marcadores populares em relação aos gêneros e a apresentação sobre a função representacional das tags organizando-as em Identificação, Tipologia, Categorização e Caracterização. Como resultado, a folksonomia foi identificada por meio dos marcadores populares que remetem ao estilo do gênero, experiência da jogabilidade e dos recursos audiovisuais disponíveis, jogabilidade e trama dos jogos. Foi possível perceber que a própria comunidade que cria os gêneros consegue também identificar as características. Conclui-se que as próprias plataformas de indexação de jogos precisam das representações feitas por usuários para ajudar no processo de identificação dos jogos e suas características.Asociación de Educación e Investigación en Ciencia de la Información de Iberoamérica y el Caribe2023-12-21info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionResearch PaperArtículo de InvestigaciónArtigo de Pesquisaapplication/pdfhttps://ojs.edicic.org/revistaedicic/article/view/20710.62758/re.v3i3.207Revista EDICIC; Vol. 3 No. 3 (2023): Special Issue: Information Literacy, digital humanities and gender studies: trends and challenges; 1-15Revista EDICIC; Vol. 3 Núm. 3 (2023): Número especial: Alfabetización informacional, humanidades digitales y estudios de género: tendencias y desafíos; 1-15Revista EDICIC; v. 3 n. 3 (2023): Número Especial: Competência em Informação, humanidades digitais e estudos de gênero: tendencias e desafíos ; 1-152236-575310.62758/re.v3i3reponame:Revista EDICICinstname:Asociación de Educación e Investigación en Ciencia de la Información de Iberoamérica y el Caribe (EDICIC)instacron:EDICICporhttps://ojs.edicic.org/revistaedicic/article/view/207/223Derechos de autor 2023 Revista EDICIChttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSantana, Fernanda LacerdaGomes, Amanda GarciaConeglian, Caio Saraiva2024-04-26T11:27:45Zoai:ojs.pkp.sfu.ca:article/207Revistahttp://ojs.edicic.org/index.php/revistaedicicPRIhttp://ojs.edicic.org/index.php/revistaedicic/oaiedicic@edicic.org2236-57532236-5753opendoar:2024-04-26T11:27:45Revista EDICIC - Asociación de Educación e Investigación en Ciencia de la Información de Iberoamérica y el Caribe (EDICIC)false
dc.title.none.fl_str_mv Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres
Folksonomía en plataformas de juegos electrónicos: análisis de los marcadores populares en los géneros roguelike y soulslike
Folksonomia em plataforma de jogos eletrônicos: análise dos marcadores populares do gênero roguelike e soulslike
title Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres
spellingShingle Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres
Santana, Fernanda Lacerda
Folksonomía
Juegos Electrónicos
Roguelike
Soulslike
Folksonomia
Jogos Eletrônicos
Roguelike
Soulslike
Folksonomy
Electronic Games
Roguelike
Soulslike
title_short Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres
title_full Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres
title_fullStr Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres
title_full_unstemmed Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres
title_sort Folksonomy in electronic gaming platforms: analysis of popular markers in the roguelike and soulslike genres
author Santana, Fernanda Lacerda
author_facet Santana, Fernanda Lacerda
Gomes, Amanda Garcia
Coneglian, Caio Saraiva
author_role author
author2 Gomes, Amanda Garcia
Coneglian, Caio Saraiva
author2_role author
author
dc.contributor.author.fl_str_mv Santana, Fernanda Lacerda
Gomes, Amanda Garcia
Coneglian, Caio Saraiva
dc.subject.por.fl_str_mv Folksonomía
Juegos Electrónicos
Roguelike
Soulslike
Folksonomia
Jogos Eletrônicos
Roguelike
Soulslike
Folksonomy
Electronic Games
Roguelike
Soulslike
topic Folksonomía
Juegos Electrónicos
Roguelike
Soulslike
Folksonomia
Jogos Eletrônicos
Roguelike
Soulslike
Folksonomy
Electronic Games
Roguelike
Soulslike
description Information retrieval through tags assigned by users in information systems characterizes the use of folksonomy. In this context, studies on representation and retrieval using folksonomy in Information Science have been gaining importance in recent years. Folksonomy in electronic gaming platforms can significantly support the retrieval of existing genres in the gaming industry when tags are assigned. In light of this, this research aims to identify folksonomy in the assignment of popular markers made by users to represent two genres in the universe of electronic games on the Steam platform. As a hypothesis, it proposes that the assignment of tags to represent electronic games results from the collaborative practice of users in assigning markers to games, considering the representational function of the tag. Regarding methodology, it is characterized as descriptive, exploratory research with a qualitative approach, with direct observation. The methodological procedures were divided into three phases (organization of material, treatment of results, inferences, and interpretations). The analysis considered general aspects of popular markers in relation to genres and the presentation of the representational function of tags, organizing them into Identification, Typology, Categorization, and Characterization. As a result, folksonomy was identified through popular markers that refer to the genre's style, gameplay experience, available audiovisual resources, gameplay, and game plot. It was possible to perceive that the community itself that creates the genres can also identify their characteristics. It is concluded that gaming indexing platforms themselves need user-generated representations to aid in the identification process of games and their characteristics.
publishDate 2023
dc.date.none.fl_str_mv 2023-12-21
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Research Paper
Artículo de Investigación
Artigo de Pesquisa
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://ojs.edicic.org/revistaedicic/article/view/207
10.62758/re.v3i3.207
url https://ojs.edicic.org/revistaedicic/article/view/207
identifier_str_mv 10.62758/re.v3i3.207
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://ojs.edicic.org/revistaedicic/article/view/207/223
dc.rights.driver.fl_str_mv Derechos de autor 2023 Revista EDICIC
https://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Derechos de autor 2023 Revista EDICIC
https://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Asociación de Educación e Investigación en Ciencia de la Información de Iberoamérica y el Caribe
publisher.none.fl_str_mv Asociación de Educación e Investigación en Ciencia de la Información de Iberoamérica y el Caribe
dc.source.none.fl_str_mv Revista EDICIC; Vol. 3 No. 3 (2023): Special Issue: Information Literacy, digital humanities and gender studies: trends and challenges; 1-15
Revista EDICIC; Vol. 3 Núm. 3 (2023): Número especial: Alfabetización informacional, humanidades digitales y estudios de género: tendencias y desafíos; 1-15
Revista EDICIC; v. 3 n. 3 (2023): Número Especial: Competência em Informação, humanidades digitais e estudos de gênero: tendencias e desafíos ; 1-15
2236-5753
10.62758/re.v3i3
reponame:Revista EDICIC
instname:Asociación de Educación e Investigación en Ciencia de la Información de Iberoamérica y el Caribe (EDICIC)
instacron:EDICIC
instname_str Asociación de Educación e Investigación en Ciencia de la Información de Iberoamérica y el Caribe (EDICIC)
instacron_str EDICIC
institution EDICIC
reponame_str Revista EDICIC
collection Revista EDICIC
repository.name.fl_str_mv Revista EDICIC - Asociación de Educación e Investigación en Ciencia de la Información de Iberoamérica y el Caribe (EDICIC)
repository.mail.fl_str_mv edicic@edicic.org
_version_ 1809218354002526208