GAMER Group members have published our research and presented our findings in many journals and conferences, in and out of the digital games domain:
2018
- Cho, H., Donovan, A., & Lee, J.H. (2018). Art in an algorithm: A taxonomy for describing video game visual styles. Journal of the Association for Information Science and Technology, 69(5), 633-646. https://doi.org/10.1002/asi.23988
- Schmalz, M., Carter, M., & Lee, J.H. It’s not you, it’s me: Identity, self-verification, and Amazon reviews. ACM SIGMIS Data Base: The Data Base for Advances in Information Systems, 49(2), pp. 79–92. https://doi.org/10.1145/3229335.3229341.
- Cho, H., Schmalz, M., Keating, S., & Lee, J.H. (2018). Analyzing anime users’ online forum queries for recommendation using content analysis. Journal of Documentation, 74(5), pp. 918–935. https://doi.org/10.1108/JD-08-2017-0122.
- Zolyomi, A. & Schmalz, M. (2018). Clay for HCI research: Creating and interpreting forms. Workshop on “Disruptive Improvisation: Making Use of Non-Deterministic Art Practices in HCI”. Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI ’18).
2017
- Branch, F., Arias, T., Kannah, J., Phillips, R., Windleharth, T., and Lee, J.H. Representing transmedia fictional worlds through ontology. Journal of the Association for Information Science and Technology (JASIST), 68, pp. 2771-2782. DOI: http://doi.org/10.1002/asi.23886.
- Carter, M., Compeau, D., Kennedy, M., & Schmalz, M. The Content and context of identity in a digital society. Proceedings 25th European Conference on Information Systems (ECIS 2017). (Author order alphabetical)
- Cho, H., Schmalz, M., Keating, S., & Lee, J.H. Information needs for anime recommendation: Analyzing anime users’ online forum queries. 2017 ACM/IEEE Joint Conference on Digital Libraries (JCDL), pp. 1–3. http://doi.org/10.1109/JCDL.2017.7991602.
- Keating, S., Lee, W.-C., Windleharth, T., & Lee, J.H. (2017). The style of Tetris is…possibly Tetris?: Creative professionals’ description of video game visual styles. Proceedings of HICSS 2017, pp. 2046-2055. DOI: 10.24251/HICSS.2017.248.
- Lee, J.H., Windleharth, T., Yip, J., & Schmalz, M. (2017). Impact of location-based augmented reality games on people’s information behavior: a case study of Pokémon GO. Proceedings of the iConference 2017.
- Lee, J.H., Keating, S., & Windleharth, T. Challenges in preserving augmented reality games: A case study of Ingress and Pokémon GO. Proceedings of the iPRES 2017.
- Sobel, K., Bhattacharya, A., Hiniker, A., Lee, J.H., Kientz, J., & Yip, J.C. (2017). “It wasn’t really about the Pokémon”: Parental perspectives on a location-based mobile games. Proceedings of the ACM SIGCHI 2017.
- Yip, J., Windleharth, T., & Lee, J.H. Collaborative scientizing in Pokémon GO online communities. Proceedings of the CSCL 2017.
- Zolyomi, A. & Schmalz, M. Mining for social skills: Minecraft in home and therapy for neurodiverse youth. 50th Hawaii International Conference on System Sciences (HICSS). http://doi.org/10.24251/HICSS.2017.411
2016
- Jett, J., Sacchi, S., Lee, J.H., & Clarke, R.I. (2016). A conceptual model for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST), 67(3), 505-517. [preprint]
- Keating, S. (2016). Organizing videogame metadata in CollectiveAccess. iConference 2016 Proceedings.
- Lee, J.H., Holmes, D., & Lobe, B. (2016). Media format matters: users’ perception of physical versus digital games. Proceedings of the 2016 Annual Meeting of the Association for Information Science and Technology.
- Windleharth, T., Lee, J.H., Schmalz, M., & Jett, J. (2016). Full Steam ahead: a conceptual analysis of user-supplied tags on Steam. Cataloging & Classification Quarterly, 54(7), 418-441.
2015
- Clarke, R.I., Lee, J.H., & Clark, N. (2015). Why video game genres fail. Games and Culture. [preprint]
- Lee, J.H., Clarke, R.I., & Kim, Y-S. (2015). Video game information needs and game organization: difference by gender and age. Information Research, 20(3).
- Lee, J.H., Clarke, R.I., & Perti, A. (2015). Empirical evaluation of metadata for video games and interactive media. Journal of the Association for Information Science and Technology (JASIST). [preprint]
- Lee, J.H., Clarke, R.I., & Rossi, S. (2015). A qualitative investigation of users’ discovery, access, and organization of video games as information objects. Journal of Information Science. doi:10.1177/0165551515618594
- Lee, J.H., Hong, S., Cho, H., & Kim, Y.-S. (2015). VIZMO game browser: Accessing games by visual style and mood. Proceedings of the ACM SIGCHI 2015, 149-152.
- Lee, J.H., Jett, J., & Perti, A. (2015). The problem of “additional content” in video games. Proceedings of the ACM/IEEE Joint Conference on Digital Libraries (JCDL 2015), pp. 237-240.
2014
- Clarke, R., Lee, J.H., Jett, J., & Sacchi, S. (2014). Exploring Relationships Among Video Games. Proceedings of the ACM/IEEE Joint Conference on Digital Libraries (JCDL 2014). [poster]
- Fitch, S., Jantz, E., & Lee, W-C. (2014). Database for Video Game Metadata Project for the GAMER Research Group. Poster presented at iSchool Capstone 2014. [poster]
- Lee, J.H., Clarke, R.I., & Perti, A. (2014). Metadata for digitally distributed video games at the Seattle Interactive Media Museum. In Museums and the Web 2014, N. Proctor & R. Cherry (eds). Silver Spring, MD: Museums and the Web.
- Lee, J.H., Clarke, R.I., Sacchi, S., & Jett, J. (2014). Relationships among video games: existing standards and new definitions. Proceedings of the 77th ASIS&T Annual Meeting. [preprint]
- Lee, J.H., Karlova, N., Clarke, R.I., Thornton, K., & Perti, A. (2014). Facet analysis of video game genres. Proceedings of the iConference 2014, 125-139. [preprint]
- Rossi, S., Lee, J.H., & Clarke, R.I. (2014). Mood Metadata for Video Games and Interactive Media. Proceedings of the ACM/IEEE Joint Conference on Digital Libraries (JCDL 2014). [poster]
- Rossi, S. (2014). Mood Taxonomy for Video Games and Interactive Media. Poster presented at iSchool Capstone 2014. [poster]
- Rossi, S. & Lee, J.H. (2014). All your genre are belong to us: a study of video game descriptions. http://theinformation.ischool.uw.edu/wp/2014/06/all-your-genre-are-belong-to-us-a-study-of-video-game-descriptions/
- Schmalz, M., Finn, A., & Taylor, H. Risk management in video game development projects. 47th Hawaii International Conference on System Sciences (HICSS), pp. 4325-4334. http://doi.org/10.1109/HICSS.2014.534.
- Welhouse, Z., Lee, J.H., & Bencroft, J. (2014). “What am I fighting for?”: Creating a controlled vocabulary for video game plot metadata. Cataloging & Classification Quarterly.
2013
- Donovan, A., Cho, H., Magnifico, C., & Lee, J.H. (2013). Pretty as a pixel: Issues and challenges in developing a controlled vocabulary for video game visual styles. Proceedings of the 13th ACM/IEEE-CS Joint Conference on Digital Libraries, 413-414. [preprint]
- Lee, J.H., Tennis, J. T., Clarke, R.I., & Carpenter, M. (2013). Developing a video game metadata schema for the Seattle Interactive Media Museum. International Journal on Digital Libraries, 13(2), 105-117. [Reporting CORE16 from Phase I] [preprint]
- Lee, J.H., Fox, V., Welhouse, Z., Magnifico, C., & Dillon, M. (2013). What Exactly is an “Action-Adventure” Game, Anyway?: Providing Intelligent Access to Video Games. Presented at the ALA Midwinter 2013 Games and Gaming Round Table session.
- Lee, J.H., Cho, H., Fox, V., & Perti, A. (2013). User-centered approach in creating a metadata schema for video games and interactive media. Proceedings of the 13th ACM/IEEE-CS Joint Conference on Digital Libraries, 229-238. [Reporting REC46 from Phase II] [preprint] [presentation slides]
2012
- Lee, J.H., Tennis, J.T., & Clarke, R.I. (2012). Domain analysis for a video game metadata schema: Issues and challenges. Theory and Practice of Digital Libraries, Lecture Notes in Computer Science, Vol. 7489, 280-285. [preprint]