Academic literature on the topic 'Video Game Collector'

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Journal articles on the topic "Video Game Collector"

1

Nyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.

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Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready
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Dyson, Jon-Paul C. "Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games." International Public History 4, no. 1 (2021): 7–16. http://dx.doi.org/10.1515/iph-2021-2019.

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Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the
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3

Burgar, C. G., G. J. Winter, and A. P. Shepherd. "Drop-counting flow computer." American Journal of Physiology-Heart and Circulatory Physiology 248, no. 2 (1985): H286—H290. http://dx.doi.org/10.1152/ajpheart.1985.248.2.h286.

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An inexpensive microcomputer (VIC-20) was adapted to count drops of fluid and calculate flow. To minimize both the expense and the bench space occupied by the flow computer, we eliminated the need for a video monitor by employing a liquid crystal alphanumeric display. Neither tape recorders nor disk drives are needed because the flow-computing program resides in a “game cartridge.” Furthermore, the power supply of the computer powers the interface and display. The computer's real-time clock is utilized to time intervals between drops falling through an infrared beam. The computed flow values a
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4

Lee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.

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Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire and play video games. With the aim of better understanding people’s game-related information needs and behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators and scholars. From this user data, we derive and discuss key design implicat
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Jimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.

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PurposeThis paper aims to attempt to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality).Design/methodology/approachInformation was collected from 511 Spanish video game consumers. Structural equation modeling, clustering and multi-group analysis were then conducted to compare results between segments of gamers.FindingsResults show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, the authors identify a typology of gamer that
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Fullerton, Simon, Anne W. Taylor, Eleonora Dal Grande, and Narelle Berry. "Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?" Journal of Obesity 2014 (2014): 1–5. http://dx.doi.org/10.1155/2014/287013.

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Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames.Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n=2026) were asked
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Bettivia, Rhiannon. "Enrolling Heterogeneous Partners in Video Game Preservation." International Journal of Digital Curation 11, no. 1 (2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.

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This article extends previous work known as Preserving Virtual Worlds II (PVWII), funded through a grant from the Institute of Museum and Library Services. The author draws on interview data collected from video game developers, content analysis of several long-running video game series, as well as the project’s advisory board and researcher reports. This paper exposes two fundamental challenges in creating metrics and specifications for the preservation of virtual worlds; namely, that there is no one type of user or designated video game stakeholder community, and that significant properties
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8

Lavigne, Francis. "La culture vidéoludique au Québec." Le jeu vidéo au Québec 14, no. 23 (2021): 133–58. http://dx.doi.org/10.7202/1078732ar.

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How are video games discussed through time in the Belle Province? Do Quebecers share a common and specific video game culture? We try to answer those two questions in this paper through an analysis of Bibliothèque and Archives nationales du Québec (BAnQ) catalogue. We compiled and analyzed a variety of discourses created and presented by (and for) Quebecers between 1978 and 2018. As we talk about different trends animating discourses on video games, we also discuss the limitations of BAnQ’s catalogue and the state of video game preservation in Quebec. We focus on a few key items pinpointed dur
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9

Wood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.

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AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of
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10

Choi, Youngkeun. "Corporate Psychopathy and Internet Video Game Addiction in the Workplace." International Journal of Gaming and Computer-Mediated Simulations 12, no. 3 (2020): 18–36. http://dx.doi.org/10.4018/ijgcms.2020070102.

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In general, if employees use video games excessively rather than working hard, it becomes a matter of great concern in the workplace. However, video game addiction studies in the workplace are rare. The present study was, therefore, developed to examine the organizational behaviors related to video game addiction in the workplace. For this, the present study collected data from 305 employees in Korean companies through a survey method and use a series of multiple regression. In the results, first, the more employees suffer from corporate psychopathy, then they are more likely to be addictive i
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