Electronic games classification in the library of congress and Dewey classification schemes: a comparative study
| DOI | https://doi.org/10.1108/GKMC-10-2020-0155 |
| Published date | 31 May 2021 |
| Date | 31 May 2021 |
| Pages | 468-484 |
| Author | Nahed Salem,Ahmed Maher Khafaga Shehata |
Electronic games classification in
the library of congress and Dewey
classification schemes: a
comparative study
Nahed Salem and Ahmed Maher Khafaga Shehata
Department of Information Studies, Sultan Qaboos University,
Muscat, Oman
Abstract
Purpose –The study aims to explore the classification of electronicgames in Dewey decimal classification
(DDC) and The Libraryof Congress classification (LCC) schemes.
Design/methodology/approach –The study adopted a comparative analytical method to explore the
topic in both the DDC and the LCC schemes by comparing its processing method in both schemes. The
study measures the extent to which both schemes succeed in allocating notations covering the topic’s
literature.
Findings –The study reached severalresults, the most important of which are: the difference betweenthe
two main cognitive sections, to which they belong to the topic, namely, arts and recreation(700) in the DDC
scheme andthe geography section (G) in the LCC scheme, while theywere found to share the same sub-section
scheme. Thetwoschemes do not allocatenotations to address the subject of electronic gamesas literature and
other notationsthat have not been embodied for electronic games themselves or in the formof acompact disc
or other media.
Originality/value –As far as we know, this is the first paper thatcompares the treatment of video games
in DDC and Library of Congress classificationschemes. The study allows for understandingthe difference in
the treatment of topics in both schemes, which would help in the decision of the adoption of a particular
classificationscheme.
Keywords Video games, Classification, Cataloguing, Dewey decimal classification,
Electronic games, Classification, Library of congress classification
Paper type Research paper
Introduction
Electronic games became widespread and the center of attention for many age categories;
they became an obsession for many youngand older people. Reality imposed electronic
games on us as a new source of information or a new learning method. In the educational
field, we find electronic games are used in someschool curricula in basic education, such as
teaching languages (Barnett et al.,2012). Many researchers and librarians consider
electronic games an attractive learning method (Graafland et al., 2012;Wakil et al.,2017;
Castro et al., 2019). Games enhance searchingand learning and promote some skills such as
critical thinking. To increase their content,libraries resorted to electronic and video games.
These games are considered unique sourcesofconveying knowledge. Moreover, theyforma
part of the library’s contents, whether forresearch, a device used by computer programs or
models of the games themselves. The librarian must find ways to deal withthem, organize
them and submit them to service (Thomasand Clyde, 2013).
GKMC
71,6/7
468
Received19 October 2020
Revised25 January 2021
Accepted13 March 2021
GlobalKnowledge, Memory and
Communication
Vol.71 No. 6/7, 2022
pp. 468-484
© Emerald Publishing Limited
2514-9342
DOI 10.1108/GKMC-10-2020-0155
The current issue and full text archive of this journal is available on Emerald Insight at:
https://www.emerald.com/insight/2514-9342.htm
As modern library classification schemes are concerned with detecting topics and their
branches to help specialistsorganize library contents, manage them and offer their services,
the study’s topic emergedtoidentify electronic games processingin both the Dewey decimal
classification (DDC)andthe Library of Congress classification(LCC) schemes. Both schemes
are considered as the most famous continuously updated public classification schemes in
libraries. The study explores the two schemes, branches, processing methods and the
availability of notations for this topic according to age stages, which helps a specialist
present it to learnersconsidering the suitable age categories.
The aims and the questions of the study
The study aims to follow E. games’notations in the most famous public classification
schemes (the DDC and the LCC schemes), determine branches forming the topic and
compare the processing of both schemes regarding this topic to identify their similarities
and differences. The study also aims to discover whether library classification schemes
reflect consumer classifications (pre-selling categorizations) such as the National
classification scheme in Australiaandthe American classification, etc. These classifications
determine specific features of eachgame upon target consumers category. Accordingly, the
study attempts to answer the followingquestions:
Q1.What are the terms used for various electronic games in the LCC and DDC
schemes?
Q2.What are the primary and secondary disciplinesin each scheme?
Q3.What are the branches that formed the structure of the topic in both the LCC and
DDC schemes?
Q4. What are the various disciplines, including notations of electronic game
processing?
Q5. How inclusive are both schemes in the topic’s processing notations from
educational, legal,economic, commercial or others?
Q6. Do classification schemes distinguish notations of processing literature on
electronic gamesand notations related to the games themselves?
Q7.How are the pre-sale classificationsreflected in both the LCC and DDC schemes?
Q8.How successful are both schemes in achieving Ranganathan laws: “to every reader
his book and for everybook a reader?”
Methodology
The study adopted a comparative analytical method to explore the topic in both the DDC
and the LCC schemes by comparing its processing method in both schemes. The study
also used the printed and electronic original versions of both the DDC (OCLC, 2020)and
the LCC schemes in the English language, depending mainly on version No (23) of Dewey
on Web scheme and electronic version of the LCC (Classification Web) (Library of
congress, 2020).
Literature review
Throughout the late 20th century,video games have become a popular entertainment media,
pushing libraries to acquire them into their collections to satisfy theneeds of many library
Electronic
games
classification
469
Get this document and AI-powered insights with a free trial of vLex and Vincent AI
Get Started for FreeStart Your Free Trial of vLex and Vincent AI, Your Precision-Engineered Legal Assistant
-
Access comprehensive legal content with no limitations across vLex's unparalleled global legal database
-
Build stronger arguments with verified citations and CERT citator that tracks case history and precedential strength
-
Transform your legal research from hours to minutes with Vincent AI's intelligent search and analysis capabilities
-
Elevate your practice by focusing your expertise where it matters most while Vincent handles the heavy lifting
Start Your Free Trial of vLex and Vincent AI, Your Precision-Engineered Legal Assistant
-
Access comprehensive legal content with no limitations across vLex's unparalleled global legal database
-
Build stronger arguments with verified citations and CERT citator that tracks case history and precedential strength
-
Transform your legal research from hours to minutes with Vincent AI's intelligent search and analysis capabilities
-
Elevate your practice by focusing your expertise where it matters most while Vincent handles the heavy lifting
Start Your Free Trial of vLex and Vincent AI, Your Precision-Engineered Legal Assistant
-
Access comprehensive legal content with no limitations across vLex's unparalleled global legal database
-
Build stronger arguments with verified citations and CERT citator that tracks case history and precedential strength
-
Transform your legal research from hours to minutes with Vincent AI's intelligent search and analysis capabilities
-
Elevate your practice by focusing your expertise where it matters most while Vincent handles the heavy lifting
Start Your Free Trial of vLex and Vincent AI, Your Precision-Engineered Legal Assistant
-
Access comprehensive legal content with no limitations across vLex's unparalleled global legal database
-
Build stronger arguments with verified citations and CERT citator that tracks case history and precedential strength
-
Transform your legal research from hours to minutes with Vincent AI's intelligent search and analysis capabilities
-
Elevate your practice by focusing your expertise where it matters most while Vincent handles the heavy lifting
Start Your Free Trial of vLex and Vincent AI, Your Precision-Engineered Legal Assistant
-
Access comprehensive legal content with no limitations across vLex's unparalleled global legal database
-
Build stronger arguments with verified citations and CERT citator that tracks case history and precedential strength
-
Transform your legal research from hours to minutes with Vincent AI's intelligent search and analysis capabilities
-
Elevate your practice by focusing your expertise where it matters most while Vincent handles the heavy lifting