Content area

Abstract

Purpose

Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and attitudes. Video games, despite being relatively overlooked, are increasingly culturally relevant and can indicate library users' real needs and desires. This study investigates the ways in which video games depict characters using libraries to seek and use information.

Design/methodology/approach

A qualitative content analysis approach incorporating methods from information studies and game studies was applied. Tancheva's (2005) semiotic analysis of fictional libraries and Carr's (2019) textual approach provided the framing for the unique aspects of video games and their meanings. Carroll (2021)'s character analysis and Chatman (1996)'s theory on insiders–outsiders dynamic underpinned the data collection and analysis. The purposive sample included 15 video games released since 2010.

Findings

Video games depict game characters visiting libraries to solve short-term problems, to gain knowledge to improve themselves or to bond with others. Protagonists are often depicted as adventurers or outsiders who must adapt to unfamiliar places and situations to achieve their wider objectives. In these games, libraries provide useful documents, spaces or helpful guides and intellectuals who assist the protagonists. As outsiders, the protagonists seek information in libraries to help them learn about their environments and to immerse themselves in the local histories and cultures in their worlds. Overall, these depictions highlight both short- and long-term benefits of library use.

Originality/value

As with existing studies, the ways in which fictional library use appear in video games can suggest real needs and desires among library users. The findings from this study emphasise the importance of library services and spaces that help users both address short-term problems and immerse themselves in local concerns, with longer-term goals. Applying different research methods or lenses to analysing video games could deepen our understanding of what library users think and feel when they seek and use information in libraries.

Details

10000008
Business indexing term
Title
Depiction of library use in video games: a content analysis
Author
Taylor, Emerson 1 ; Chern Li Liew 2   VIAFID ORCID Logo 

 Victoria University of Wellington, Wellington, New Zealand 
 School of Information Management, Victoria University of Wellington, Wellington, New Zealand 
Publication title
Volume
80
Issue
1
Pages
158-179
Number of pages
22
Publication year
2024
Publication date
2024
Publisher
Emerald Group Publishing Limited
Place of publication
Bradford
Country of publication
United Kingdom
ISSN
00220418
e-ISSN
17587379
Source type
Scholarly Journal
Language of publication
English
Document type
Journal Article
Publication history
 
 
Online publication date
2023-06-15
Milestone dates
2023-03-11 (Received); 2023-05-20 (Revised); 2023-05-28 (Accepted)
Publication history
 
 
   First posting date
15 Jun 2023
ProQuest document ID
2904925715
Document URL
https://www.proquest.com/scholarly-journals/depiction-library-use-video-games-content/docview/2904925715/se-2?accountid=208611
Copyright
© Emerald Publishing Limited.
Last updated
2025-11-14
Database
ProQuest One Academic