Duct-Taping Databases, or How to Use Fragmentary Online Data for Researching “Japanese” Videogames
抄録
<p>The internet provides exciting opportunities for scholars of Japanese videogames. Fans from all over the world passionately collect, order, and share information about their hobby online. In this paper, we will show how we can exploit these potentials for research on Japanese videogames. We call this approach “duct-taping” databases: the integration of information from various heterogeneous, fragmentary online resources with the goal of creating a robust research dataset. We will discuss the potentials and challenges of this approach and show how it allows us to better understand the historical development of Japan’s videogame production.</p>
収録刊行物
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- Journal of the Japanese Association for Digital Humanities
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Journal of the Japanese Association for Digital Humanities 5 (1), 61-83, 2020-11-20
日本デジタル・ヒューマニティーズ学会
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詳細情報 詳細情報について
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- CRID
- 1390004951544114304
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- NII論文ID
- 130007941216
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- ISSN
- 21887276
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- 本文言語コード
- en
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- データソース種別
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- JaLC
- Crossref
- CiNii Articles
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- 抄録ライセンスフラグ
- 使用不可