School of Information Science and Learning Technologies presentations and publications (MU)

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Items in this collection are presentations and publications from the School of Information Science and Learning Technologies (iSchool) faculty, staff, and students, either alone or as co-authors, and which may or may not have been published in an alternate format. Items may contain more than one file type.

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    Understanding fiction readers : themes identified and code frequency
    (2023) Cho, Hyerim; Information Science and Learning Technologies
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    Understanding fiction readers : online survey instrument
    (2023) Cho, Hyerim; Information Science and Learning Technologies
    This research and survey questionnaire are designed by the research team of University of Missouri and University of Washington. The purpose of this study is to understand how important moods (for example, "sad," "suspenseful," "light-hearted," "dark") are for fiction readers and to see if fiction readers' fiction choice may be affected by the mood of fiction.
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    Public libraries and COVID : perceptions and politics in the United States
    (2023) Kohlburn, Joe; Bossaller, Jenny; Cho, Hyerim; Moulaison-Sandy, Heather; Adkins, Denice; Information Science and Learning Technologies; 0000-0003-2714-826X (Kohlburn)
    Public librarians across the U.S. found themselves in different political environments that challenged their ability to serve their communities, to provide the information that was needed, and to fight disinformation regarding the pandemic. Researchers at the University of Missouri examined how and what librarians communicated to the public about COVID. A survey was sent to a systematic sample of libraries from all states and service area sizes, carried out from January 24 to February 7, 2022. A total of 106 responses were received, with 66 respondents having answered every question. Analysis of closed- and open-ended survey responses points to public librarians’ concerns about 1) local government officials and their decisions, 2) resistance on the part of patrons to accurate information, and 3) problems disentangling the local conversation from national media (and social media) perspectives.
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    Players’ perceptions of sexuality and gender-inclusive video games a pragmatic content analysis of steam reviews
    (2022) Kohlburn, Joe; Cho, Hyerim; Moore, Hollis; Information Science and Learning Technologies; 0000-0003-2714-826X
    Video games reflect the current culture and society. Games stand as points of transmission that reflect cultural trends and social norms, although not comprehensively. While it seems that more games have tried to be inclusive of diverse gender and sexual identities recently, there is still a lack of studies that discuss how real video game players see LGBTQ+ inclusive games. To understand the game players’ perceptions in this regard, this study qualitatively analyzes online video game review postings from Steam, focusing on user reviews of gender and sexuality inclusive games. Based on four gender and sexuality inclusive video games selected, we collected 400 user-generated video game reviews as our dataset. Our findings identified 22 primary themes, including Mood/Emotions, Social/Cultural Importance, and Representation. This paper further discusses some of the critical topics discovered, such as identity, conflicts in game communities, and representation.
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    Narrative ephemera : documents in storytelling worlds
    (2020) Urban, Alex C.
    PURPOSE: Some virtual, immersive stories are filled with documents that users must locate and interact with to experience a narrative. Exploring a new area of inquiry in the information science field, this study focuses on individuals' experiences with documents in a particular 3D storytelling world. DESIGN/METHODOLOGY/APPROACH: Using a qualitative approach, this study examined user interactions with virtual documents to better understand the relationship between information behavior and narrative spaces. This study employed observations of users in a story-rich world, followed by semi-structured interviews using virtual artifacts and stimulated recall. FINDINGS: Using an interpretative phenomenological analysis, this study found that 1) environmental and personal influences, 2) the search and the narrative experience, and 3) expectation and confirmation events surround a user's experiences with documents in storytelling worlds. These influences and experiences determine the user's relationship with these documents, which may be considered narrative ephemera--objects that a user accumulates to create and structure a story. This model of narrative ephemera depicts the user's search for narrative cadence, fulfilment of competence needs, and visions of story events or the user's own lived experiences. Individuals may experience these phenomena from a document, shifting back and forth between the designers' intentions and the users' own realities. ORIGINALITY/VALUE (mandatory): This study represents a first attempt to investigate information behavior in a distributed narrative space: a virtual world filled with documents. This study reveals that commonly employed information behavior theories, as well as literary and motivation theories, may be well-suited for investigating story worlds. Continued research in this area of inquiry may benefit educators as well as designers of digital stories.
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